移除Azure sky
This commit is contained in:
@@ -48,10 +48,11 @@ MonoBehaviour:
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--- !u!114 &-6613759932185320841
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@@ -921,7 +939,7 @@ MonoBehaviour:
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using UnityEngine;
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using UnityEngine.AzureSky;
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namespace UnityEditor.AzureSky
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{
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[CustomEditor(typeof(AzureSkyRenderer))]
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public sealed class AzureSkyRendererEditor : Editor
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{
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// Target
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private AzureSkyRenderer m_target;
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// Logo
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public Texture2D iconTexture;
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private Rect m_controlRect, m_foldoutRect;
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private SerializedProperty m_moonTransform;
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private SerializedProperty m_fogMaterial;
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private SerializedProperty m_sunTexture;
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private SerializedProperty m_moonTexture;
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private SerializedProperty m_starfieldTexture;
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private SerializedProperty m_constellationTexture;
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private SerializedProperty m_dynamicCloudTexture;
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private SerializedProperty m_emptySkyShader;
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private SerializedProperty m_dynamicCloudShader;
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// Scattering tab
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private SerializedProperty m_wavelength;
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private SerializedProperty m_molecularDensity;
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private SerializedProperty m_kr;
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private SerializedProperty m_km;
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private SerializedProperty m_rayleigh;
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private SerializedProperty m_mie;
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private SerializedProperty m_mieDirectionalityFactor;
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private SerializedProperty m_scattering;
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private SerializedProperty m_skyLuminance;
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private SerializedProperty m_exposure;
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private SerializedProperty m_rayleighColor;
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private SerializedProperty m_mieColor;
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// Outer Space tab
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private SerializedProperty m_sunSize;
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private SerializedProperty m_sunOpacity;
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private SerializedProperty m_sunColor;
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private SerializedProperty m_moonSize;
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private SerializedProperty m_moonOpacity;
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private SerializedProperty m_moonColor;
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private SerializedProperty m_moonRotationOffset;
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private SerializedProperty m_starsIntensity;
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private SerializedProperty m_milkyWayIntensity;
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private SerializedProperty m_starfieldColor;
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private SerializedProperty m_skyExtinction;
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private SerializedProperty m_constellationIntensity;
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private SerializedProperty m_constellationColor;
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private SerializedProperty m_starfieldRotationOffset;
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// Fog Scattering tab
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private SerializedProperty m_mieDistance;
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private SerializedProperty m_globalFogDistance;
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private SerializedProperty m_globalFogSmoothStep;
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private SerializedProperty m_globalFogDensity;
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private SerializedProperty m_heightFogDistance;
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private SerializedProperty m_heightFogSmoothStep;
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private SerializedProperty m_heightFogDensity;
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private SerializedProperty m_heightFogStartAltitude;
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private SerializedProperty m_heightFogEndAltitude;
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private SerializedProperty m_fogBluishIntensity;
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private SerializedProperty m_heightFogScatteringMultiplier;
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// Dynamic Clouds tab
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private SerializedProperty m_dynamicCloudAltitude;
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private SerializedProperty m_dynamicCloudDirection;
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private SerializedProperty m_dynamicCloudSpeed;
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private SerializedProperty m_dynamicCloudDensity;
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private SerializedProperty m_dynamicCloudColor1;
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private SerializedProperty m_dynamicCloudColor2;
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// Options tab
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private SerializedProperty m_updateMode;
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private SerializedProperty m_cloudMode;
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private void OnDisable()
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{
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Undo.undoRedoPerformed -= m_target.UpdateCloudMode;
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}
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private void OnEnable()
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{
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// Get target
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m_target = (AzureSkyRenderer) target;
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Undo.undoRedoPerformed += m_target.UpdateCloudMode;
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// Initializations
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m_target.UpdateCloudMode();
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m_target.InitializeSkySystem();
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m_target.UpdateSkySystem();
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m_showDynamicCloudTab = serializedObject.FindProperty("m_showDynamicCloudTab");
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m_showOptionsTab = serializedObject.FindProperty("m_showOptionsTab");
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m_sunTransform = serializedObject.FindProperty("m_sunTransform");
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m_moonTransform = serializedObject.FindProperty("m_moonTransform");
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m_starfieldTransform = serializedObject.FindProperty("m_starfieldTransform");
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m_skyMaterial = serializedObject.FindProperty("m_skyMaterial");
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m_fogMaterial = serializedObject.FindProperty("m_fogMaterial");
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m_sunTexture = serializedObject.FindProperty("m_sunTexture");
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m_moonTexture = serializedObject.FindProperty("m_moonTexture");
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m_starfieldTexture = serializedObject.FindProperty("m_starfieldTexture");
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m_constellationTexture = serializedObject.FindProperty("m_constellationTexture");
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m_dynamicCloudTexture = serializedObject.FindProperty("m_dynamicCloudTexture");
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m_emptySkyShader = serializedObject.FindProperty("m_emptySkyShader");
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m_dynamicCloudShader = serializedObject.FindProperty("m_dynamicCloudShader");
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// Scattering tab
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m_wavelength = serializedObject.FindProperty("m_wavelength");
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m_molecularDensity = serializedObject.FindProperty("m_molecularDensity");
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m_kr = serializedObject.FindProperty("m_kr");
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m_km = serializedObject.FindProperty("m_km");
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m_rayleigh = serializedObject.FindProperty("m_rayleigh");
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m_mie = serializedObject.FindProperty("m_mie");
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m_mieDirectionalityFactor = serializedObject.FindProperty("m_mieDirectionalityFactor");
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m_scattering = serializedObject.FindProperty("m_scattering");
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m_skyLuminance = serializedObject.FindProperty("m_skyLuminance");
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m_exposure = serializedObject.FindProperty("m_exposure");
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m_rayleighColor = serializedObject.FindProperty("m_rayleighColor");
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m_mieColor = serializedObject.FindProperty("m_mieColor");
|
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|
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// Outer Space tab
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m_sunSize = serializedObject.FindProperty("m_sunSize");
|
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m_sunOpacity = serializedObject.FindProperty("m_sunOpacity");
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m_sunColor = serializedObject.FindProperty("m_sunColor");
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m_moonSize = serializedObject.FindProperty("m_moonSize");
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m_moonOpacity = serializedObject.FindProperty("m_moonOpacity");
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m_moonColor = serializedObject.FindProperty("m_moonColor");
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m_moonRotationOffset = serializedObject.FindProperty("m_moonRotationOffset");
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m_starsIntensity = serializedObject.FindProperty("m_starsIntensity");
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m_milkyWayIntensity = serializedObject.FindProperty("m_milkyWayIntensity");
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m_starfieldColor = serializedObject.FindProperty("m_starfieldColor");
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m_skyExtinction = serializedObject.FindProperty("m_skyExtinction");
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m_constellationIntensity = serializedObject.FindProperty("m_constellationIntensity");
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m_constellationColor = serializedObject.FindProperty("m_constellationColor");
|
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m_starfieldRotationOffset = serializedObject.FindProperty("m_starfieldRotationOffset");
|
||||
|
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// Fog Scattering tab
|
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m_mieDistance = serializedObject.FindProperty("m_mieDistance");
|
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m_globalFogDistance = serializedObject.FindProperty("m_globalFogDistance");
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m_globalFogSmoothStep = serializedObject.FindProperty("m_globalFogSmoothStep");
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m_globalFogDensity = serializedObject.FindProperty("m_globalFogDensity");
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m_heightFogDistance = serializedObject.FindProperty("m_heightFogDistance");
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m_heightFogSmoothStep = serializedObject.FindProperty("m_heightFogSmoothStep");
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m_heightFogDensity = serializedObject.FindProperty("m_heightFogDensity");
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m_heightFogStartAltitude = serializedObject.FindProperty("m_heightFogStartAltitude");
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m_heightFogEndAltitude = serializedObject.FindProperty("m_heightFogEndAltitude");
|
||||
m_fogBluishIntensity = serializedObject.FindProperty("m_fogBluishIntensity");
|
||||
m_heightFogScatteringMultiplier = serializedObject.FindProperty("m_heightFogScatteringMultiplier");
|
||||
|
||||
// Dynamic Clouds tab
|
||||
m_dynamicCloudAltitude = serializedObject.FindProperty("m_dynamicCloudAltitude");
|
||||
m_dynamicCloudDirection = serializedObject.FindProperty("m_dynamicCloudDirection");
|
||||
m_dynamicCloudSpeed = serializedObject.FindProperty("m_dynamicCloudSpeed");
|
||||
m_dynamicCloudDensity = serializedObject.FindProperty("m_dynamicCloudDensity");
|
||||
m_dynamicCloudColor1 = serializedObject.FindProperty("m_dynamicCloudColor1");
|
||||
m_dynamicCloudColor2 = serializedObject.FindProperty("m_dynamicCloudColor2");
|
||||
|
||||
// Options tab
|
||||
m_updateMode = serializedObject.FindProperty("m_updateMode");
|
||||
m_cloudMode = serializedObject.FindProperty("m_cloudMode");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
// Start custom inspector
|
||||
EditorGUI.BeginChangeCheck();
|
||||
|
||||
// Title
|
||||
m_controlRect = EditorGUILayout.GetControlRect(GUILayout.Height(38f));
|
||||
EditorGUI.LabelField(new Rect(m_controlRect.x - 14f, m_controlRect.y, m_controlRect.width + 14f, m_controlRect.height), "", "", "selectionRect");
|
||||
if (iconTexture) GUI.DrawTexture(new Rect(m_controlRect.x + 3f, m_controlRect.y + 3f, 32f, 32f), iconTexture);
|
||||
GUI.Label(new Rect(m_controlRect.x + 38f, m_controlRect.y + 3f, m_controlRect.width, 22f), "Azure Sky Renderer", EditorStyles.whiteLargeLabel);
|
||||
GUI.Label(new Rect(m_controlRect.x + 38f, m_controlRect.y + 17f, m_controlRect.width, 22f), "Script Version 1.0.0 | Asset Version 8.0.6", EditorStyles.whiteMiniLabel);
|
||||
|
||||
// Begin the references tab
|
||||
m_controlRect = EditorGUILayout.GetControlRect();
|
||||
m_foldoutRect = m_controlRect;
|
||||
m_controlRect.x -= 14f;
|
||||
m_controlRect.width += 14f;
|
||||
|
||||
if (GUI.Button(m_controlRect, GUIContent.none, "HelpBox")) { m_showReferencesTab.isExpanded = !m_showReferencesTab.isExpanded; }
|
||||
EditorGUI.Foldout(m_foldoutRect, m_showReferencesTab.isExpanded, "References");
|
||||
if (m_showReferencesTab.isExpanded)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_sunTransform, new GUIContent("Sun Transform", "The transform used to represent the position of the sun in the sky."));
|
||||
EditorGUILayout.PropertyField(m_moonTransform, new GUIContent("Moon Transform", "The transform used to represent the position of the moon in the sky."));
|
||||
EditorGUILayout.PropertyField(m_starfieldTransform, new GUIContent("Starfield Transform", "The transform used to represent the position of the starfield in the sky."));
|
||||
EditorGUILayout.PropertyField(m_skyMaterial, new GUIContent("Sky Material", "The material that renders the sky."));
|
||||
EditorGUILayout.PropertyField(m_fogMaterial, new GUIContent("Fog Material", "The material that renders the fog scattering effect."));
|
||||
EditorGUILayout.PropertyField(m_sunTexture, new GUIContent("Sun Texture", "The cubemap texture used to render the sun sphere."));
|
||||
EditorGUILayout.PropertyField(m_moonTexture, new GUIContent("Moon Texture", "The cubemap texture used to render the moon sphere."));
|
||||
EditorGUILayout.PropertyField(m_starfieldTexture, new GUIContent("Starfield Texture", "The cubemap texture used to render the regular stars and the Milky Way."));
|
||||
EditorGUILayout.PropertyField(m_constellationTexture, new GUIContent("Constellation Texture", "The cubemap texture used to render the sky constellation."));
|
||||
EditorGUILayout.PropertyField(m_dynamicCloudTexture, new GUIContent("Dynamic Cloud Texture", "The 2D texture used to render the dynamic clouds."));
|
||||
EditorGUILayout.PropertyField(m_emptySkyShader, new GUIContent("Empty Sky Shader", "The shader used to render only the sky without clouds."));
|
||||
EditorGUILayout.PropertyField(m_dynamicCloudShader, new GUIContent("Dynamic Cloud Shader", "The shader used to render sky with dynamic clouds."));
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
// Begin the scattering tab
|
||||
m_controlRect = EditorGUILayout.GetControlRect();
|
||||
m_foldoutRect = m_controlRect;
|
||||
m_controlRect.x -= 14f;
|
||||
m_controlRect.width += 14f;
|
||||
|
||||
if (GUI.Button(m_controlRect, GUIContent.none, "HelpBox")) { m_showScatteringTab.isExpanded = !m_showScatteringTab.isExpanded; }
|
||||
EditorGUI.Foldout(m_foldoutRect, m_showScatteringTab.isExpanded, "Scattering");
|
||||
if (m_showScatteringTab.isExpanded)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_wavelength, new GUIContent("Wavelength", "The wavelength of the visible light."));
|
||||
EditorGUILayout.PropertyField(m_molecularDensity, new GUIContent("Molecular Density", "The molecular density of the air."));
|
||||
EditorGUILayout.PropertyField(m_kr, new GUIContent("Kr", "The rayleigh altitude in meters."));
|
||||
EditorGUILayout.PropertyField(m_km, new GUIContent("Km", "The mie altitude in meters."));
|
||||
EditorGUILayout.PropertyField(m_rayleigh, new GUIContent("Rayleigh", "The rayleigh scattering multiplier."));
|
||||
EditorGUILayout.PropertyField(m_mie, new GUIContent("Mie", "The mie scattering multiplier."));
|
||||
EditorGUILayout.PropertyField(m_mieDirectionalityFactor, new GUIContent("Mie Directionality Factor", "The mie directionality factor."));
|
||||
EditorGUILayout.PropertyField(m_scattering, new GUIContent("Scattering", "The scattering intensity multiplier."));
|
||||
EditorGUILayout.PropertyField(m_skyLuminance, new GUIContent("Sky Luminance", "The luminance of the sky when there is no sun or moon in the sky."));
|
||||
EditorGUILayout.PropertyField(m_exposure, new GUIContent("Exposure", "The exposure of the internal sky shader tonemapping."));
|
||||
EditorGUILayout.PropertyField(m_rayleighColor, new GUIContent("Rayleigh Color", "The rayleigh color multiplier."));
|
||||
EditorGUILayout.PropertyField(m_mieColor, new GUIContent("Mie Color", "The mie color multiplier."));
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
// Begin the outer space tab
|
||||
m_controlRect = EditorGUILayout.GetControlRect();
|
||||
m_foldoutRect = m_controlRect;
|
||||
m_controlRect.x -= 14f;
|
||||
m_controlRect.width += 14f;
|
||||
|
||||
if (GUI.Button(m_controlRect, GUIContent.none, "HelpBox")) { m_showOutterSpaceTab.isExpanded = !m_showOutterSpaceTab.isExpanded; }
|
||||
EditorGUI.Foldout(m_foldoutRect, m_showOutterSpaceTab.isExpanded, "Outer Space");
|
||||
if (m_showOutterSpaceTab.isExpanded)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_sunSize, new GUIContent("Sun Size", "The size of the Sun sphere in the sky."));
|
||||
EditorGUILayout.PropertyField(m_sunOpacity, new GUIContent("Sun Opacity", "The opacity of the Sun sphere."));
|
||||
EditorGUILayout.PropertyField(m_sunColor, new GUIContent("Sun Color", "The color multiplier of the Sun sphere."));
|
||||
EditorGUILayout.PropertyField(m_moonSize, new GUIContent("Moon Size", "The size of the Moon sphere in the sky."));
|
||||
EditorGUILayout.PropertyField(m_moonOpacity, new GUIContent("Moon Opacity", "The opacity of the Moon sphere."));
|
||||
EditorGUILayout.PropertyField(m_moonColor, new GUIContent("Moon Color", "The color multiplier of the Moon sphere."));
|
||||
EditorGUILayout.PropertyField(m_moonRotationOffset, new GUIContent("Moon Rotation Offset", "The rotation offset to adjust the moon cubemap texture in its sphere."));
|
||||
EditorGUILayout.PropertyField(m_starsIntensity, new GUIContent("Stars Intensity", "The intensity of the regular stars."));
|
||||
EditorGUILayout.PropertyField(m_milkyWayIntensity, new GUIContent("Milky Way Intensity", "The intensity of the Milky Way."));
|
||||
EditorGUILayout.PropertyField(m_starfieldColor, new GUIContent("Starfield Color", "The color multiplier of the entire starfield."));
|
||||
EditorGUILayout.PropertyField(m_skyExtinction, new GUIContent("Sky Extinction", "The extinction of the light coming from the outer space, caused by the atmosphere density."));
|
||||
EditorGUILayout.PropertyField(m_constellationIntensity, new GUIContent("Constellation Intensity", "The intensity of the stars constellation."));
|
||||
EditorGUILayout.PropertyField(m_constellationColor, new GUIContent("Constellation Color", "The color of the sky constellation."));
|
||||
EditorGUILayout.PropertyField(m_starfieldRotationOffset, new GUIContent("Starfield Rotation Offset", "The rotation offset to adjust the starfield cubemap texture in the sky sphere."));
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
// Begin the fog scattering tab
|
||||
m_controlRect = EditorGUILayout.GetControlRect();
|
||||
m_foldoutRect = m_controlRect;
|
||||
m_controlRect.x -= 14f;
|
||||
m_controlRect.width += 14f;
|
||||
|
||||
if (GUI.Button(m_controlRect, GUIContent.none, "HelpBox")) { m_showFogScatteringTab.isExpanded = !m_showFogScatteringTab.isExpanded; }
|
||||
EditorGUI.Foldout(m_foldoutRect, m_showFogScatteringTab.isExpanded, "Fog Scattering");
|
||||
if (m_showFogScatteringTab.isExpanded)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_mieDistance, new GUIContent("Mie Distance", "The distance of the mie bright influence in the fog scattering effect."));
|
||||
EditorGUILayout.PropertyField(m_globalFogDistance, new GUIContent("Global Fog Distance", "The distance of the global fog scattering effect."));
|
||||
EditorGUILayout.PropertyField(m_globalFogSmoothStep, new GUIContent("Global Fog Smooth Step", "The smooth step transition from where there is no global fog in the scene to where is completely foggy."));
|
||||
EditorGUILayout.PropertyField(m_globalFogDensity, new GUIContent("Global Fog Density", "The density of the global fog scattering effect."));
|
||||
EditorGUILayout.PropertyField(m_heightFogDistance, new GUIContent("Height Fog Distance", "The distance of the height fog scattering effect."));
|
||||
EditorGUILayout.PropertyField(m_heightFogSmoothStep, new GUIContent("Height Fog Smooth Step", "The smooth step transition from where there is no height fog in the scene to where is completely foggy."));
|
||||
EditorGUILayout.PropertyField(m_heightFogDensity, new GUIContent("Height Fog Density", "The density of the height fog scattering effect."));
|
||||
EditorGUILayout.PropertyField(m_heightFogStartAltitude, new GUIContent("Height Fog Start Altitude", "The height altitude where the height fog scattering effect should start."));
|
||||
EditorGUILayout.PropertyField(m_heightFogEndAltitude, new GUIContent("Height Fog End Altitude", "The height altitude where the height fog scattering effect should end."));
|
||||
EditorGUILayout.PropertyField(m_fogBluishIntensity, new GUIContent("Fog Bluish Intensity", "The intensity of the bluish color of the fog at distance."));
|
||||
EditorGUILayout.PropertyField(m_heightFogScatteringMultiplier, new GUIContent("Height Fog Scattering Multiplier", "The scattering multiplier based on the height fog."));
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
// Begin the dynamic cloud tab
|
||||
m_controlRect = EditorGUILayout.GetControlRect();
|
||||
m_foldoutRect = m_controlRect;
|
||||
m_controlRect.x -= 14f;
|
||||
m_controlRect.width += 14f;
|
||||
|
||||
if (GUI.Button(m_controlRect, GUIContent.none, "HelpBox")) { m_showDynamicCloudTab.isExpanded = !m_showDynamicCloudTab.isExpanded; }
|
||||
EditorGUI.Foldout(m_foldoutRect, m_showDynamicCloudTab.isExpanded, "Dynamic Cloud");
|
||||
if (m_showDynamicCloudTab.isExpanded)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_dynamicCloudDensity);
|
||||
EditorGUILayout.PropertyField(m_dynamicCloudAltitude);
|
||||
EditorGUILayout.PropertyField(m_dynamicCloudSpeed);
|
||||
EditorGUILayout.PropertyField(m_dynamicCloudDirection);
|
||||
EditorGUILayout.PropertyField(m_dynamicCloudColor1);
|
||||
EditorGUILayout.PropertyField(m_dynamicCloudColor2);
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
// Begin the options tab
|
||||
m_controlRect = EditorGUILayout.GetControlRect();
|
||||
m_foldoutRect = m_controlRect;
|
||||
m_controlRect.x -= 14f;
|
||||
m_controlRect.width += 14f;
|
||||
|
||||
if (GUI.Button(m_controlRect, GUIContent.none, "HelpBox")) { m_showOptionsTab.isExpanded = !m_showOptionsTab.isExpanded; }
|
||||
EditorGUI.Foldout(m_foldoutRect, m_showOptionsTab.isExpanded, "Options");
|
||||
if (m_showOptionsTab.isExpanded)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_updateMode);
|
||||
EditorGUILayout.PropertyField(m_cloudMode);
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
// Update the inspector when there is a change
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
m_target.UpdateCloudMode();
|
||||
m_target.InitializeSkySystem();
|
||||
m_target.UpdateSkySystem();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0b00f8444cc0be34eac69dbf53a125d4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- iconTexture: {fileID: 2800000, guid: f634e59eff012b04e8689f334f531c1c, type: 3}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,51 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AzureSky;
|
||||
|
||||
namespace UnityEditor.AzureSky
|
||||
{
|
||||
[CustomEditor(typeof(AzureThunderPrefab))]
|
||||
public class AzureThunderPrefabEditor : Editor
|
||||
{
|
||||
public Texture2D iconTexture;
|
||||
private AzureThunderPrefab m_target;
|
||||
private Rect m_controlRect;
|
||||
|
||||
// Serialized properties
|
||||
private SerializedProperty m_lightFrequency;
|
||||
private SerializedProperty m_audioDelay;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Get target
|
||||
m_target = target as AzureThunderPrefab;
|
||||
|
||||
// Get serialized properties
|
||||
m_lightFrequency = serializedObject.FindProperty("m_lightFrequency");
|
||||
m_audioDelay = serializedObject.FindProperty("m_audioDelay");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
// Start custom inspector
|
||||
serializedObject.Update();
|
||||
EditorGUI.BeginChangeCheck();
|
||||
|
||||
// Title
|
||||
m_controlRect = EditorGUILayout.GetControlRect(GUILayout.Height(38f));
|
||||
EditorGUI.LabelField(new Rect(m_controlRect.x - 14f, m_controlRect.y, m_controlRect.width + 14f, m_controlRect.height), "", "", "selectionRect");
|
||||
if (iconTexture) GUI.DrawTexture(new Rect(m_controlRect.x + 3f, m_controlRect.y + 3f, 32f, 32f), iconTexture);
|
||||
GUI.Label(new Rect(m_controlRect.x + 38f, m_controlRect.y + 3f, m_controlRect.width, 22f), "Azure Thunder Prefab", EditorStyles.whiteLargeLabel);
|
||||
GUI.Label(new Rect(m_controlRect.x + 38f, m_controlRect.y + 17f, m_controlRect.width, 22f), "Script Version 1.0.0 | Asset Version 8.0.6", EditorStyles.whiteMiniLabel);
|
||||
|
||||
// Property fields
|
||||
EditorGUILayout.CurveField(m_lightFrequency, Color.green, new Rect(0.0f, 0.0f, 1.0f, 1.0f), new GUIContent("Light Frequency", "The lightning frequency that affect the clouds and scene while this thunder prefab is playing."));
|
||||
EditorGUILayout.PropertyField(m_audioDelay, new GUIContent("Audio Delay", "The delay to play the thunder audio clip after this prefab instantiation."));
|
||||
|
||||
// Update the inspector when it has changed
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7fbc73da647292643aaaca001b5ec4ea
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- iconTexture: {fileID: 2800000, guid: f634e59eff012b04e8689f334f531c1c, type: 3}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,202 +0,0 @@
|
||||
using UnityEditorInternal;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AzureSky;
|
||||
|
||||
namespace UnityEditor.AzureSky
|
||||
{
|
||||
[CanEditMultipleObjects]
|
||||
[CustomEditor(typeof(AzureWeatherPreset))]
|
||||
public class AzureWeatherPresetEditor : Editor
|
||||
{
|
||||
// Logo
|
||||
public Texture2D iconTexture;
|
||||
|
||||
private AzureWeatherPreset m_target;
|
||||
private Rect m_controlRect;
|
||||
|
||||
// Serialized properties
|
||||
private SerializedProperty m_azureCoreSystem;
|
||||
private SerializedProperty m_propertyGroupDataList;
|
||||
|
||||
// Reorderable list
|
||||
private ReorderableList m_reorderableList;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Get target
|
||||
m_target = target as AzureWeatherPreset;
|
||||
UpdateFoldoutGroupNames();
|
||||
UpdateOwnerProperty();
|
||||
|
||||
// Get serialized properties
|
||||
m_azureCoreSystem = serializedObject.FindProperty("m_azureCoreSystem");
|
||||
m_propertyGroupDataList = serializedObject.FindProperty("m_propertyGroupDataList");
|
||||
|
||||
m_reorderableList = new ReorderableList(serializedObject, m_propertyGroupDataList, false, true, false, false)
|
||||
{
|
||||
drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) =>
|
||||
{
|
||||
float height = 20f;
|
||||
Rect fieldRect = new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight);
|
||||
Rect foldoutRect = new Rect(rect.x + 14f, rect.y, rect.width - 18f, EditorGUIUtility.singleLineHeight);
|
||||
SerializedProperty groupElement = m_propertyGroupDataList.GetArrayElementAtIndex(index);
|
||||
SerializedProperty groupName = groupElement.FindPropertyRelative("m_name");
|
||||
|
||||
if (GUI.Button(fieldRect, GUIContent.none, "HelpBox")) { groupElement.isExpanded = !groupElement.isExpanded; }
|
||||
EditorGUI.Foldout(foldoutRect, groupElement.isExpanded, index + " - " + groupName.stringValue);
|
||||
if (groupElement.isExpanded)
|
||||
{
|
||||
fieldRect.y += height;
|
||||
fieldRect.x += 14f;
|
||||
fieldRect.width -= 14f;
|
||||
SerializedProperty propertyDataList = groupElement.FindPropertyRelative("m_propertyDataList");
|
||||
|
||||
if (propertyDataList.arraySize == 0)
|
||||
{
|
||||
EditorGUI.HelpBox(fieldRect, "Group is Empty!", MessageType.Warning);
|
||||
}
|
||||
else
|
||||
{
|
||||
SerializedProperty rampCurve = groupElement.FindPropertyRelative("m_rampCurve");
|
||||
EditorGUI.CurveField(fieldRect, rampCurve, Color.yellow, new Rect(0f, 0f, 1f, 1f));
|
||||
fieldRect.y += height;
|
||||
|
||||
for (int i = 0; i < propertyDataList.arraySize; i++)
|
||||
{
|
||||
SerializedProperty dataElement = propertyDataList.GetArrayElementAtIndex(i);
|
||||
SerializedProperty weatherPropertyOwner = dataElement.FindPropertyRelative("m_weatherPropertyOwner");
|
||||
SerializedProperty name = weatherPropertyOwner.FindPropertyRelative("m_name");
|
||||
SerializedProperty propertyType = weatherPropertyOwner.FindPropertyRelative("m_propertyType");
|
||||
SerializedProperty min = weatherPropertyOwner.FindPropertyRelative("m_minValue");
|
||||
SerializedProperty max = weatherPropertyOwner.FindPropertyRelative("m_maxValue");
|
||||
|
||||
switch (propertyType.enumValueIndex)
|
||||
{
|
||||
case 0: // Float
|
||||
EditorGUI.Slider(fieldRect, dataElement.FindPropertyRelative("m_floatData"), min.floatValue, max.floatValue, i + " - " + name.stringValue);
|
||||
break;
|
||||
|
||||
case 1: // Color
|
||||
EditorGUI.PropertyField(fieldRect, dataElement.FindPropertyRelative("m_colorData"), new GUIContent(i + " - " + name.stringValue));
|
||||
break;
|
||||
|
||||
case 2: // Curve
|
||||
EditorGUI.CurveField(fieldRect, dataElement.FindPropertyRelative("m_curveData"), Color.green, new Rect(0.0f, min.floatValue, 24.0f, max.floatValue), new GUIContent(i + " - " + name.stringValue));
|
||||
break;
|
||||
|
||||
case 3: // Gradient
|
||||
EditorGUI.PropertyField(fieldRect, dataElement.FindPropertyRelative("m_gradientData"), new GUIContent(i + " - " + name.stringValue));
|
||||
break;
|
||||
|
||||
case 4: // Direction
|
||||
case 5: // Position
|
||||
EditorGUI.PropertyField(fieldRect, dataElement.FindPropertyRelative("m_vector3Data"), new GUIContent(i + " - " + name.stringValue));
|
||||
break;
|
||||
}
|
||||
|
||||
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using System;
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||||
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||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
/// <summary>A celestial body instance.</summary>
|
||||
[Serializable]
|
||||
public sealed class AzureCelestialBody
|
||||
{
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||||
/// <summary>The transform that will receive the celestial body coordinate.</summary>
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||||
public Transform transform { get => m_transform; set => m_transform = value; }
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||||
[SerializeField] private Transform m_transform;
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||||
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||||
/// <summary>The celestial body that this instance will simulate.</summary>
|
||||
public AzureCelestialBodyType type { get => m_type; set => m_type = value; }
|
||||
[SerializeField] private AzureCelestialBodyType m_type;
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}
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}
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@@ -1,165 +0,0 @@
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using UnityEngine.Events;
|
||||
using UnityEngine.Rendering;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
/// <summary>This class is the main component that handles the entire system.</summary>
|
||||
[ExecuteInEditMode]
|
||||
[AddComponentMenu("Azure[Sky] Dynamic Skybox/Azure Core System")]
|
||||
public sealed class AzureCoreSystem : MonoBehaviour
|
||||
{
|
||||
/// <summary>Instance of the time system class used to handle the time stuff in this component.</summary>
|
||||
public AzureTimeSystem timeSystem { get => m_timeSystem; set => m_timeSystem = value; }
|
||||
[SerializeField] private AzureTimeSystem m_timeSystem = new AzureTimeSystem();
|
||||
|
||||
/// <summary>Instance of the weather system class used to handle the weather stuff in this component.</summary>
|
||||
public AzureWeatherSystem weatherSystem { get => m_weatherSystem; set => m_weatherSystem = value; }
|
||||
[SerializeField] private AzureWeatherSystem m_weatherSystem = new AzureWeatherSystem();
|
||||
|
||||
/// <summary>Instance of the event system class used to handle the time and date events.</summary>
|
||||
public AzureEventSystem eventSystem { get => m_eventSystem; set => m_eventSystem = value; }
|
||||
[SerializeField] private AzureEventSystem m_eventSystem = new AzureEventSystem();
|
||||
|
||||
/// <summary>The way the Core System should be updated.</summary>
|
||||
public AzureCoreUpdateMode coreUpdateMode { get => m_coreUpdateMode; set => m_coreUpdateMode = value; }
|
||||
[SerializeField] private AzureCoreUpdateMode m_coreUpdateMode = AzureCoreUpdateMode.EveryFrame;
|
||||
|
||||
/// <summary>The time passed since the last core system update.</summary>
|
||||
public float timeSinceLastUpdate => m_timeSinceLastUpdate;
|
||||
[SerializeField] private float m_timeSinceLastUpdate = 0.0f;
|
||||
|
||||
/// <summary>The time interval used to update the core system.</summary>
|
||||
public float refreshRate { get => m_refreshRate; set => m_refreshRate = value; }
|
||||
[SerializeField] private float m_refreshRate = 0.1f;
|
||||
|
||||
/// <summary>The event that is invoked every time the core system is updated.</summary>
|
||||
public UnityEvent onCoreUpdateEvent { get => m_onCoreUpdateEvent; set => m_onCoreUpdateEvent = value; }
|
||||
[SerializeField] private UnityEvent m_onCoreUpdateEvent = new UnityEvent();
|
||||
|
||||
/// <summary>The reference to the reflection probe handled by this core system component.</summary>
|
||||
public ReflectionProbe reflectionProbe { get => m_reflectionProbe; set => m_reflectionProbe = value; }
|
||||
[SerializeField] private ReflectionProbe m_reflectionProbe = null;
|
||||
|
||||
/// <summary>List of the follow targets.</summary>
|
||||
public List<AzureFollowTarget> followTargetList { get => m_followTargetList; set => m_followTargetList = value; }
|
||||
[SerializeField] private List<AzureFollowTarget> m_followTargetList = new List<AzureFollowTarget>();
|
||||
|
||||
/// <summary>Called when the component is reseted in the Inspector.</summary>
|
||||
private void Reset()
|
||||
{
|
||||
m_timeSystem.UpdateCalendar();
|
||||
}
|
||||
|
||||
//private void Awake()
|
||||
//{
|
||||
// //Debug.Log(typeof(AzureCelestialBody.CelestialBodyType).AssemblyQualifiedName);
|
||||
//}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
m_timeSystem.Start();
|
||||
m_weatherSystem.evaluationTime = m_timeSystem.evaluationTime;
|
||||
m_weatherSystem.Start();
|
||||
UpdateFollowTargets();
|
||||
m_onCoreUpdateEvent?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>Register the EventSystem's events when this GameObject is enabled.</summary>
|
||||
private void OnEnable()
|
||||
{
|
||||
m_eventSystem.RegisterEvents();
|
||||
}
|
||||
|
||||
/// <summary>Unregister the EventSystem's events when this GameObject is disabled.</summary>
|
||||
private void OnDisable()
|
||||
{
|
||||
m_eventSystem.UnregisterEvents();
|
||||
}
|
||||
|
||||
/// <summary>Update is called every frame, if the MonoBehaviour is enabled.</summary>
|
||||
private void Update()
|
||||
{
|
||||
// Only in gameplay
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
m_timeSystem.UpdateTimeOfDay();
|
||||
m_weatherSystem.evaluationTime = m_timeSystem.evaluationTime;
|
||||
|
||||
if (m_coreUpdateMode == AzureCoreUpdateMode.EveryFrame)
|
||||
{
|
||||
m_timeSystem.UpdateCelestialBodies();
|
||||
m_weatherSystem.UpdateWeatherSystem();
|
||||
m_weatherSystem.OverrideTargetProperties();
|
||||
m_onCoreUpdateEvent?.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_timeSinceLastUpdate += Time.deltaTime;
|
||||
|
||||
if (m_timeSinceLastUpdate >= m_refreshRate)
|
||||
{
|
||||
m_timeSystem.UpdateCelestialBodies();
|
||||
m_weatherSystem.UpdateWeatherSystem();
|
||||
m_weatherSystem.OverrideTargetProperties();
|
||||
m_onCoreUpdateEvent?.Invoke();
|
||||
m_timeSinceLastUpdate = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
UpdateFollowTargets();
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
m_timeSystem.OnEditorUpdate();
|
||||
m_weatherSystem.evaluationTime = m_timeSystem.evaluationTime;
|
||||
m_weatherSystem.OnEditorUpdate();
|
||||
m_weatherSystem.OverrideTargetProperties();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>Set the position of the follower transforms to be the same as the target transforms.</summary>
|
||||
private void UpdateFollowTargets()
|
||||
{
|
||||
if (m_followTargetList.Count <= 0) return;
|
||||
|
||||
for (int i = 0; i < m_followTargetList.Count; i++)
|
||||
{
|
||||
if (!m_followTargetList[i].follower) continue;
|
||||
if (!m_followTargetList[i].target) continue;
|
||||
|
||||
if (m_followTargetList[i].follower.position != m_followTargetList[i].target.position)
|
||||
{
|
||||
m_followTargetList[i].follower.position = m_followTargetList[i].target.position;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the reflection probe attached in the options tab.
|
||||
/// Note: It can be very slow if called every frame!!!
|
||||
/// </summary>
|
||||
public void UpdateReflectionProbe()
|
||||
{
|
||||
if (m_reflectionProbe)
|
||||
{
|
||||
if (m_reflectionProbe.refreshMode == ReflectionProbeRefreshMode.ViaScripting)
|
||||
{
|
||||
m_reflectionProbe.RenderProbe();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the environment cubemap texture from DynamicGI.
|
||||
/// Note: It can be very slow if called every frame!!!
|
||||
/// </summary>
|
||||
public void UpdateDynamicGI()
|
||||
{
|
||||
DynamicGI.UpdateEnvironment();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
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guid: 6a46283b0b60485418d668150e6d1c7b
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,52 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
/// <summary>Base class for setting a custom time event.</summary>
|
||||
[Serializable]
|
||||
public sealed class AzureCustomEvent
|
||||
{
|
||||
/// <summary>The minute value of this custom time event.</summary>
|
||||
public int minute { get => m_minute; set => m_minute = value; }
|
||||
[SerializeField] private int m_minute = 0;
|
||||
|
||||
/// <summary>The hour value of this custom time event.</summary>
|
||||
public int hour { get => m_hour; set => m_hour = value; }
|
||||
[SerializeField] private int m_hour = 0;
|
||||
|
||||
/// <summary>The day value of this custom time event.</summary>
|
||||
public int day { get => m_day; set => m_day = value; }
|
||||
[SerializeField] private int m_day = 0;
|
||||
|
||||
/// <summary>The month value of this custom time event.</summary>
|
||||
public int month { get => m_month; set => m_month = value; }
|
||||
[SerializeField] private int m_month = 0;
|
||||
|
||||
/// <summary>The year value of this custom time event.</summary>
|
||||
public int year { get => m_year; set => m_year = value; }
|
||||
[SerializeField] private int m_year = 0;
|
||||
|
||||
/// <summary>Stores the hour when the event was executed, used to avoid the event being invoked multiple times in the same hour.</summary>
|
||||
public int executedHour { get => m_executedHour; set => m_executedHour = value; }
|
||||
private int m_executedHour = -1;
|
||||
|
||||
/// <summary>Is the event already executed on the current hour?</summary>
|
||||
public bool isAlreadyExecutedOnThisHour { get => m_isAlreadyExecutedOnThisHour; set => m_isAlreadyExecutedOnThisHour = value; }
|
||||
private bool m_isAlreadyExecutedOnThisHour = false;
|
||||
|
||||
/// <summary>Returns the number of listeners attached to this custom event.</summary>
|
||||
public int eventListenersCount => m_unityEvent.GetPersistentEventCount();
|
||||
|
||||
/// <summary>The UnityEvent associated to this custom event.</summary>
|
||||
public UnityEvent unityEvent { get => m_unityEvent; set => m_unityEvent = value; }
|
||||
[SerializeField] private UnityEvent m_unityEvent;
|
||||
|
||||
/// <summary>Invoke the Unity event attached to this custom event.</summary>
|
||||
public void Invoke()
|
||||
{
|
||||
m_unityEvent?.Invoke();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cc97191c026777840826b6e0b55a7428
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,105 +0,0 @@
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
/// <summary>Sets the mode used to perform celestial bodies positions in the sky.</summary>
|
||||
public enum AzureTimeMode
|
||||
{
|
||||
Simple,
|
||||
Realistic
|
||||
}
|
||||
|
||||
/// <summary>Sets the direction in which the time of day will flow.</summary>
|
||||
public enum AzureTimeDirection
|
||||
{
|
||||
Forward,
|
||||
Backward
|
||||
}
|
||||
|
||||
/// <summary>Sets the time repeat mode.</summary>
|
||||
public enum AzureTimeLoop
|
||||
{
|
||||
Off,
|
||||
Dayly,
|
||||
Monthly,
|
||||
Yearly
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets if the scene will start using the local time defined in the 'Start Time' field.
|
||||
/// Or whether the scene will start using the global time to keep the current time of day between scene transitions.
|
||||
/// </summary>
|
||||
public enum AzureTimeSource
|
||||
{
|
||||
LocalTime,
|
||||
GlobalTime
|
||||
}
|
||||
|
||||
/// <summary>The way the core features should be updated.</summary>
|
||||
public enum AzureCoreUpdateMode
|
||||
{
|
||||
EveryFrame,
|
||||
TimeInterval
|
||||
}
|
||||
|
||||
/// <summary>The way a component with this attribute should be updated.</summary>
|
||||
public enum AzureUpdateMode
|
||||
{
|
||||
LocallyEveryFrame,
|
||||
ExternalCall
|
||||
}
|
||||
|
||||
/// <summary>The way used to render the clouds.</summary>
|
||||
public enum AzureCloudMode
|
||||
{
|
||||
Off,
|
||||
Dynamic
|
||||
}
|
||||
|
||||
/// <summary>A preset of celestial bodies that the core system can simulate.</summary>
|
||||
public enum AzureCelestialBodyType
|
||||
{
|
||||
Mercury,
|
||||
Venus,
|
||||
Mars,
|
||||
Jupiter,
|
||||
Saturn,
|
||||
Uranus,
|
||||
Neptune,
|
||||
Pluto
|
||||
}
|
||||
|
||||
/// <summary>The types supported by the weather properties.</summary>
|
||||
public enum AzureWeatherPropertyType
|
||||
{
|
||||
Float,
|
||||
Color,
|
||||
Curve,
|
||||
Gradient,
|
||||
Direction,
|
||||
Position
|
||||
}
|
||||
|
||||
/// <summary>The override mode feature of a weather property.</summary>
|
||||
public enum AzureWeatherPropertyOverrideMode
|
||||
{
|
||||
Off,
|
||||
On
|
||||
}
|
||||
|
||||
/// <summary>The target type that the weather property should override.</summary>
|
||||
public enum AzureWeatherPropertyTargetType
|
||||
{
|
||||
Property,
|
||||
Field,
|
||||
MaterialProperty,
|
||||
GlobalShaderUniform,
|
||||
GlobalProperty,
|
||||
GlobalField
|
||||
}
|
||||
|
||||
/// <summary>The interval time the custom event will be scanned.</summary>
|
||||
public enum AzureCustomEventUpdateMode
|
||||
{
|
||||
ByMinute,
|
||||
ByHour
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ce9becc22a735d34bbf6d87efaec8b00
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,138 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine.Events;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
[Serializable]
|
||||
public sealed class AzureEventSystem
|
||||
{
|
||||
/// <summary>The event triggered when the minute change in the Time System component.</summary>
|
||||
public UnityEvent onMinuteChangeEvent => m_onMinuteChangeEvent;
|
||||
[SerializeField] private UnityEvent m_onMinuteChangeEvent;
|
||||
|
||||
/// <summary>The event triggered when the hour change in the Time System component.</summary>
|
||||
public UnityEvent onHourChangeEvent => m_onHourChangeEvent;
|
||||
[SerializeField] private UnityEvent m_onHourChangeEvent;
|
||||
|
||||
/// <summary>The event triggered when the day change in the Time System component.</summary>
|
||||
public UnityEvent onDayChangeEvent => m_onDayChangeEvent;
|
||||
[SerializeField] private UnityEvent m_onDayChangeEvent;
|
||||
|
||||
/// <summary>The event triggered when the month change in the Time System component.</summary>
|
||||
public UnityEvent onMonthChangeEvent => m_onMonthChangeEvent;
|
||||
[SerializeField] private UnityEvent m_onMonthChangeEvent;
|
||||
|
||||
/// <summary>The event triggered when the year change in the Time System component.</summary>
|
||||
public UnityEvent onYearChangeEvent => m_onYearChangeEvent;
|
||||
[SerializeField] private UnityEvent m_onYearChangeEvent;
|
||||
|
||||
/// <summary>The interval time the custom event should be scanned.</summary>
|
||||
public AzureCustomEventUpdateMode customEventScanMode { get => m_customEventScanMode; set => m_customEventScanMode = value; }
|
||||
[SerializeField] private AzureCustomEventUpdateMode m_customEventScanMode = AzureCustomEventUpdateMode.ByMinute;
|
||||
|
||||
/// <summary>The custom event list.</summary>
|
||||
public List<AzureCustomEvent> customEventList => m_customEventList;
|
||||
[SerializeField] private List<AzureCustomEvent> m_customEventList = new List<AzureCustomEvent>();
|
||||
|
||||
/// <summary>Register the events when the GameObject is enabled.</summary>
|
||||
public void RegisterEvents()
|
||||
{
|
||||
AzureNotificationCenter.OnMinuteChanged += OnMinuteChange;
|
||||
AzureNotificationCenter.OnHourChanged += OnHourChange;
|
||||
AzureNotificationCenter.OnDayChanged += OnDayChange;
|
||||
AzureNotificationCenter.OnMonthChanged += OnMonthChange;
|
||||
AzureNotificationCenter.OnYearChanged += OnYearChange;
|
||||
}
|
||||
|
||||
/// <summary>Register the events when the GameObject is disable.</summary>
|
||||
public void UnregisterEvents()
|
||||
{
|
||||
AzureNotificationCenter.OnMinuteChanged -= OnMinuteChange;
|
||||
AzureNotificationCenter.OnHourChanged -= OnHourChange;
|
||||
AzureNotificationCenter.OnDayChanged -= OnDayChange;
|
||||
AzureNotificationCenter.OnMonthChanged -= OnMonthChange;
|
||||
AzureNotificationCenter.OnYearChanged -= OnYearChange;
|
||||
}
|
||||
|
||||
/// <summary>Triggers the UnityEvent linked to the OnMinuteChange event from the TimeSystem component.</summary>
|
||||
private void OnMinuteChange(AzureTimeSystem timeSystem)
|
||||
{
|
||||
m_onMinuteChangeEvent?.Invoke();
|
||||
|
||||
if (m_customEventScanMode == AzureCustomEventUpdateMode.ByMinute)
|
||||
{
|
||||
ScanCustomEventList(timeSystem);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Triggers the UnityEvent linked to the OnHourChange event from the TimeSystem component.</summary>
|
||||
private void OnHourChange(AzureTimeSystem timeSystem)
|
||||
{
|
||||
m_onHourChangeEvent?.Invoke();
|
||||
|
||||
if (m_customEventScanMode == AzureCustomEventUpdateMode.ByHour)
|
||||
{
|
||||
ScanCustomEventList(timeSystem);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Triggers the UnityEvent linked to the OnDayChange event from the TimeSystem component.</summary>
|
||||
private void OnDayChange(AzureTimeSystem timeSystem)
|
||||
{
|
||||
m_onDayChangeEvent?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>Triggers the UnityEvent linked to the OnMonthChange event from the TimeSystem component.</summary>
|
||||
private void OnMonthChange(AzureTimeSystem timeSystem)
|
||||
{
|
||||
m_onMonthChangeEvent?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>Triggers the UnityEvent linked to the OnYearChange event from the TimeSystem component.</summary>
|
||||
private void OnYearChange(AzureTimeSystem timeSystem)
|
||||
{
|
||||
m_onYearChangeEvent?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>Scans the custom event list and perform the event that match with the current date and time from the TymeSystem component.</summary>
|
||||
private void ScanCustomEventList(AzureTimeSystem timeSystem)
|
||||
{
|
||||
for (int i = 0; i < m_customEventList.Count; i++)
|
||||
{
|
||||
if (m_customEventList[i].eventListenersCount <= 0)
|
||||
continue;
|
||||
|
||||
if (m_customEventList[i].year != timeSystem.year && m_customEventList[i].year != -1)
|
||||
continue;
|
||||
|
||||
if (m_customEventList[i].month != timeSystem.month && m_customEventList[i].month != -1)
|
||||
continue;
|
||||
|
||||
if (m_customEventList[i].day != timeSystem.day && m_customEventList[i].day != -1)
|
||||
continue;
|
||||
|
||||
if (timeSystem.hour != m_customEventList[i].executedHour) m_customEventList[i].isAlreadyExecutedOnThisHour = false;
|
||||
if (m_customEventList[i].hour != timeSystem.hour && m_customEventList[i].hour != -1)
|
||||
continue;
|
||||
|
||||
if (m_customEventList[i].minute == -1)
|
||||
{
|
||||
m_customEventList[i].Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!m_customEventList[i].isAlreadyExecutedOnThisHour)
|
||||
{
|
||||
if (timeSystem.minute >= m_customEventList[i].minute)
|
||||
{
|
||||
m_customEventList[i].executedHour = timeSystem.hour;
|
||||
m_customEventList[i].isAlreadyExecutedOnThisHour = true;
|
||||
m_customEventList[i].Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5108321883cfd2a48b0ce5db6657faf9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,128 +0,0 @@
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.RenderGraphModule;
|
||||
using UnityEngine.Rendering.RenderGraphModule.Util;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
public class AzureFogScatteringFeature : ScriptableRendererFeature
|
||||
{
|
||||
/// <summary>The instance of the unity's RenderPassEvent class.</summary>
|
||||
public RenderPassEvent fogRenderPassEvent { get => m_fogRenderPassEvent; set => m_fogRenderPassEvent = value; }
|
||||
[SerializeField] private RenderPassEvent m_fogRenderPassEvent = RenderPassEvent.BeforeRenderingSkybox;
|
||||
|
||||
/// <summary>The material that will render the fog scattering effect into the screen.</summary>
|
||||
public Material fogRendererMaterial { get => m_fogRendererMaterial; set => m_fogRendererMaterial = value; }
|
||||
[SerializeField] private Material m_fogRendererMaterial = null;
|
||||
|
||||
/// <summary>The instance of the AzureFogScatteringPass class.</summary>
|
||||
private AzureFogScatteringPass m_azureFogScatteringPass;
|
||||
|
||||
/// <summary>Called when the renderer feature is created or modified.</summary>
|
||||
public override void Create()
|
||||
{
|
||||
m_azureFogScatteringPass = new AzureFogScatteringPass
|
||||
{
|
||||
rendererMaterial = m_fogRendererMaterial,
|
||||
renderPassEvent = m_fogRenderPassEvent
|
||||
};
|
||||
}
|
||||
|
||||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||
{
|
||||
if (m_fogRendererMaterial == null)
|
||||
{
|
||||
Debug.LogWarningFormat("Missing the Fog Renderer Material. {0} blit pass will not execute. Check for missing reference in the assigned renderer.", GetType().Name);
|
||||
return;
|
||||
}
|
||||
|
||||
// REQUIRED: Guarantees depth texture is available in RenderGraph and Legacy mode
|
||||
m_azureFogScatteringPass.ConfigureInput(ScriptableRenderPassInput.Depth);
|
||||
|
||||
renderer.EnqueuePass(m_azureFogScatteringPass);
|
||||
}
|
||||
|
||||
private class AzureFogScatteringPass : ScriptableRenderPass
|
||||
{
|
||||
/// <summary>The material used to render the ScriptableRenderPass.</summary>
|
||||
public Material rendererMaterial { get => m_rendererMaterial; set => m_rendererMaterial = value; }
|
||||
[SerializeField] private Material m_rendererMaterial = null;
|
||||
|
||||
private TextureHandle m_sourceTextureHandle;
|
||||
private TextureHandle m_destinationTextureHandle;
|
||||
private TextureDesc m_destinationDesc;
|
||||
|
||||
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
|
||||
{
|
||||
if (m_rendererMaterial == null) return;
|
||||
|
||||
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
|
||||
|
||||
// The following line ensures that the render pass doesn't blit from the back buffer.
|
||||
if (resourceData.isActiveTargetBackBuffer)
|
||||
return;
|
||||
|
||||
m_sourceTextureHandle = resourceData.activeColorTexture;
|
||||
|
||||
// Define the texture descriptor for creating the destination render graph texture.
|
||||
m_destinationDesc = renderGraph.GetTextureDesc(m_sourceTextureHandle);
|
||||
m_destinationDesc.name = "AzureFogScattering (RenderGraph Pass)";
|
||||
m_destinationDesc.clearBuffer = false;
|
||||
m_destinationDesc.depthBufferBits = 0;
|
||||
|
||||
m_destinationTextureHandle = renderGraph.CreateTexture(m_destinationDesc);
|
||||
|
||||
// This check is to avoid an error from the material preview in the scene
|
||||
if (!m_sourceTextureHandle.IsValid() || !m_destinationTextureHandle.IsValid())
|
||||
return;
|
||||
|
||||
// The AddBlitPass method adds the render graph pass that blits from the source to the destination texture.
|
||||
RenderGraphUtils.BlitMaterialParameters parameters = new(m_sourceTextureHandle, m_destinationTextureHandle, m_rendererMaterial, 0);
|
||||
renderGraph.AddBlitPass(parameters);
|
||||
|
||||
// Tell URP to continue using our result as the active camera target.
|
||||
// This uses the destination texture as the camera texture to avoid the extra blit from the destination texture back to the camera texture.
|
||||
resourceData.cameraColor = m_destinationTextureHandle;
|
||||
}
|
||||
|
||||
|
||||
// ======================================================================
|
||||
// LEGACY FALLBACK
|
||||
// ======================================================================
|
||||
//
|
||||
// This fallback is ONLY used if:
|
||||
// - Render Graph Compatibility Mode is enabled in Player Settings.
|
||||
// - OR Unity forces legacy mode internally.
|
||||
//
|
||||
// It will be removed by Unity in a future URP version.
|
||||
|
||||
[System.Obsolete]
|
||||
private RTHandle m_sourceRTHandle, m_destinationRTHandle;
|
||||
|
||||
[System.Obsolete]
|
||||
private static Vector4 m_scaleBias = new Vector4(1f, 1f, 0f, 0f);
|
||||
|
||||
[System.Obsolete]
|
||||
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
|
||||
{
|
||||
m_sourceRTHandle = renderingData.cameraData.renderer.cameraColorTargetHandle;
|
||||
var desc = renderingData.cameraData.cameraTargetDescriptor;
|
||||
desc.depthBufferBits = 0;
|
||||
RenderingUtils.ReAllocateHandleIfNeeded(ref m_destinationRTHandle, desc, FilterMode.Point, TextureWrapMode.Clamp, name: "_TemporaryDestinationHandle");
|
||||
}
|
||||
|
||||
[System.Obsolete]
|
||||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||
{
|
||||
if (m_rendererMaterial == null) return;
|
||||
|
||||
CommandBuffer cmd = CommandBufferPool.Get("AzureFogScattering (Legacy Pass)");
|
||||
cmd.CopyTexture(m_sourceRTHandle, m_destinationRTHandle);
|
||||
Blitter.BlitTexture(cmd, m_destinationRTHandle, m_scaleBias, m_rendererMaterial, 0);
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
CommandBufferPool.Release(cmd);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c3f44c99f39cf5a4e9cd4cd047b1e2b2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- m_fogRendererMaterial: {fileID: 2100000, guid: 7c44f023cdb4c0143a67ffa79e3be149,
|
||||
type: 2}
|
||||
- m_fogComputationMaterial: {fileID: 2100000, guid: 416fd3a1753297b4da1556f8b7012f8f,
|
||||
type: 2}
|
||||
- m_fogScatteringRT: {instanceID: 0}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,100 +0,0 @@
|
||||
//Based on Unity's GlobalFog.
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[ImageEffectAllowedInSceneView]
|
||||
[RequireComponent(typeof(Camera))]
|
||||
[AddComponentMenu("Azure[Sky] Dynamic Skybox/Azure Fog Scattering Renderer")]
|
||||
public sealed class AzureFogScatteringRenderer : MonoBehaviour
|
||||
{
|
||||
#pragma warning disable 0108 // Remove warning caused by obsolete members that do not actually exist
|
||||
/// <summary>The reference to the camera that the fog scattering should be rendered.</summary>
|
||||
public Camera camera { get => m_camera; set => m_camera = value; }
|
||||
private Camera m_camera = null;
|
||||
#pragma warning restore 0108
|
||||
|
||||
/// <summary>The material that will render the fog scattering RenderTexture into the screen.</summary>
|
||||
public Material fogRendererMaterial { get => m_fogRendererMaterial; set => m_fogRendererMaterial = value; }
|
||||
[SerializeField] private Material m_fogRendererMaterial = null;
|
||||
|
||||
/// <summary>The material that will compute the fog scattering effect and render it into a RenderTexture.</summary>
|
||||
public Material fogComputationMaterial { get => m_fogComputationMaterial; set => m_fogComputationMaterial = value; }
|
||||
[SerializeField] private Material m_fogComputationMaterial = null;
|
||||
|
||||
/// <summary>The render texture that stores the fog scattering data. (RGB: Scattering Data), (Alpha: Fog Data).</summary>
|
||||
public RenderTexture fogScatteringRT { get => m_fogScatteringRT; set => m_fogScatteringRT = value; }
|
||||
[SerializeField] private RenderTexture m_fogScatteringRT = null;
|
||||
|
||||
/// <summary>The start width resolution of the fog scattering render texture.</summary>
|
||||
public int fogRenderTextureWidth => m_fogRenderTextureWidth;
|
||||
[SerializeField] private int m_fogRenderTextureWidth = 1920;
|
||||
|
||||
/// <summary>The start height resolution of the fog scattering render texture.</summary>
|
||||
public int fogRenderTextureHeight => m_fogRenderTextureHeight;
|
||||
[SerializeField] private int m_fogRenderTextureHeight = 1080;
|
||||
|
||||
/// <summary>Stores the camera frunstum corners position.</summary>
|
||||
private Vector3[] m_frustumCorners = new Vector3[4];
|
||||
|
||||
/// <summary>The view port rect.</summary>
|
||||
private Rect m_viewRect = new Rect(0, 0, 1, 1);
|
||||
|
||||
/// <summary>The camera frustum corners matrix.</summary>
|
||||
private Matrix4x4 m_frustumCornersArray = Matrix4x4.identity;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
m_camera = GetComponent<Camera>();
|
||||
SetFogScatteringResolution(m_fogRenderTextureWidth, m_fogRenderTextureHeight);
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
m_camera = GetComponent<Camera>();
|
||||
}
|
||||
|
||||
[ImageEffectOpaque]
|
||||
void OnRenderImage(RenderTexture source, RenderTexture destination)
|
||||
{
|
||||
m_camera.depthTextureMode |= DepthTextureMode.Depth;
|
||||
|
||||
if (m_fogComputationMaterial == null || m_fogRendererMaterial == null)
|
||||
{
|
||||
Graphics.Blit(source, destination);
|
||||
return;
|
||||
}
|
||||
|
||||
m_camera.CalculateFrustumCorners(m_viewRect, m_camera.farClipPlane, m_camera.stereoActiveEye, m_frustumCorners);
|
||||
m_frustumCornersArray = Matrix4x4.identity;
|
||||
m_frustumCornersArray.SetRow(0, m_camera.transform.TransformVector(m_frustumCorners[0])); // bottom left
|
||||
m_frustumCornersArray.SetRow(2, m_camera.transform.TransformVector(m_frustumCorners[1])); // top left
|
||||
m_frustumCornersArray.SetRow(3, m_camera.transform.TransformVector(m_frustumCorners[2])); // top right
|
||||
m_frustumCornersArray.SetRow(1, m_camera.transform.TransformVector(m_frustumCorners[3])); // bottom right
|
||||
m_fogComputationMaterial.SetMatrix(AzureShaderUniforms.FrustumCornersMatrix, m_frustumCornersArray);
|
||||
m_fogRendererMaterial.SetMatrix(AzureShaderUniforms.FrustumCornersMatrix, m_frustumCornersArray);
|
||||
|
||||
// Compute the fog scattering effect and render it into a RenderTexture
|
||||
Graphics.Blit(null, m_fogScatteringRT, m_fogComputationMaterial, 0);
|
||||
|
||||
// Render the fog scattering RenderTexture into the screen.
|
||||
m_fogRendererMaterial.SetTexture(AzureShaderUniforms.FogScatteringDataTexture, m_fogScatteringRT);
|
||||
Graphics.Blit(source, destination, m_fogRendererMaterial, 0);
|
||||
}
|
||||
|
||||
/// <summary>Sets the resolution of the render texture that stores fog scattering data.</summary>
|
||||
public void SetFogScatteringResolution(int width, int height)
|
||||
{
|
||||
m_fogRenderTextureWidth = width;
|
||||
m_fogRenderTextureHeight = height;
|
||||
|
||||
m_fogScatteringRT = new RenderTexture(width, height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default)
|
||||
{
|
||||
name = "Fog Scattering RT",
|
||||
wrapMode = TextureWrapMode.Clamp,
|
||||
filterMode = FilterMode.Bilinear
|
||||
};
|
||||
|
||||
m_fogScatteringRT.Create();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fb0854abbdd53ee4b86028a5d2697e59
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- m_fogRendererMaterial: {fileID: 2100000, guid: 7c44f023cdb4c0143a67ffa79e3be149, type: 2}
|
||||
- m_fogComputationMaterial: {fileID: 2100000, guid: 416fd3a1753297b4da1556f8b7012f8f, type: 2}
|
||||
- m_fogScatteringRT: {instanceID: 0}
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,17 +0,0 @@
|
||||
using System;
|
||||
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
/// <summary>Stores a follower and a target transform that will be used by the AzureCoreSystem component.</summary>
|
||||
[Serializable]
|
||||
public sealed class AzureFollowTarget
|
||||
{
|
||||
/// <summary>The transform that will follow the target.</summary>
|
||||
public Transform follower { get => m_follower; set => m_follower = value; }
|
||||
[SerializeField] private Transform m_follower;
|
||||
|
||||
/// <summary>The transform to follow.</summary>
|
||||
public Transform target { get => m_target; set => m_target = value; }
|
||||
[SerializeField] private Transform m_target;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0cf32b07a3658ab4e8f180a46d45c9c8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,22 +0,0 @@
|
||||
using System;
|
||||
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
/// <summary>Class that represents a global weather preset.</summary>
|
||||
[Serializable]
|
||||
public sealed class AzureGlobalWeather
|
||||
{
|
||||
/// <summary>The weather preset for this global weather.</summary>
|
||||
public AzureWeatherPreset weatherPreset { get => m_weatherPreset; set => m_weatherPreset = value; }
|
||||
[SerializeField] private AzureWeatherPreset m_weatherPreset;
|
||||
|
||||
/// <summary>The time in seconds of the weather transition to this preset.</summary>
|
||||
public float transitionTime { get => m_transitionTime; set => m_transitionTime = value; }
|
||||
[SerializeField] private float m_transitionTime = 10f;
|
||||
|
||||
public AzureGlobalWeather(float transitionTime)
|
||||
{
|
||||
m_transitionTime = transitionTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4b9f4f361aa3dac41a1ceeb9e6d5bcaf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,127 +0,0 @@
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
/// <summary>Class that handles events and global communications in the system.</summary>
|
||||
public static class AzureNotificationCenter
|
||||
{
|
||||
public static class Invoke
|
||||
{
|
||||
/// <summary>Invokes the OnTimelineChanged event.</summary>
|
||||
public static void OnTimelineChangedCallback(AzureTimeSystem timeSystem) { OnTimelineChanged?.Invoke(timeSystem); }
|
||||
|
||||
/// <summary>Invokes the OnMinuteChanged event.</summary>
|
||||
public static void OnMinuteChangedCallback(AzureTimeSystem timeSystem) { OnMinuteChanged?.Invoke(timeSystem); }
|
||||
|
||||
/// <summary>Invokes the OnHourChanged event.</summary>
|
||||
public static void OnHourChangedCallback(AzureTimeSystem timeSystem) { OnHourChanged?.Invoke(timeSystem); }
|
||||
|
||||
/// <summary>Invokes the OnDayChanged event.</summary>
|
||||
public static void OnDayChangedCallback(AzureTimeSystem timeSystem) { OnDayChanged?.Invoke(timeSystem); }
|
||||
|
||||
/// <summary>Invokes the OnMonthChanged event.</summary>
|
||||
public static void OnMonthChangedCallback(AzureTimeSystem timeSystem) { OnMonthChanged?.Invoke(timeSystem); }
|
||||
|
||||
/// <summary>Invokes the OnYearChanged event.</summary>
|
||||
public static void OnYearChangedCallback(AzureTimeSystem timeSystem) { OnYearChanged?.Invoke(timeSystem); }
|
||||
|
||||
/// <summary>Invokes the OnBeforeOverrideUpdate event.</summary>
|
||||
public static void OnBeforeOverrideUpdateCallback(AzureWeatherSystem azureWeatherSystem) { OnBeforeOverrideUpdate?.Invoke(azureWeatherSystem); }
|
||||
|
||||
/// <summary>Invokes the OnAfterOverrideUpdate event.</summary>
|
||||
public static void OnAfterOverrideUpdateCallback(AzureWeatherSystem azureWeatherSystem) { OnAfterOverrideUpdate?.Invoke(azureWeatherSystem); }
|
||||
|
||||
/// <summary>Invokes the OnBeforeWeatherSystemUpdate event.</summary>
|
||||
public static void OnBeforeWeatherSystemUpdateCallback(AzureWeatherSystem azureWeatherSystem) { OnBeforeWeatherSystemUpdate?.Invoke(azureWeatherSystem); }
|
||||
|
||||
/// <summary>Invokes the OnAfterWeatherSystemUpdate event.</summary>
|
||||
public static void OnAfterWeatherSystemUpdateCallback(AzureWeatherSystem azureWeatherSystem) { OnAfterWeatherSystemUpdate?.Invoke(azureWeatherSystem); }
|
||||
|
||||
/// <summary>Invokes the OnWeatherTransitionEnd event.</summary>
|
||||
public static void OnWeatherTransitionEndCallback(AzureWeatherSystem azureWeatherSystem) { OnWeatherTransitionEnd?.Invoke(azureWeatherSystem); }
|
||||
|
||||
/// <summary>Invokes the OnVolumetricLightPreRender event.</summary>
|
||||
public static void OnVolumetricLightPreRenderCallback(AzureVolumetricLightRenderer renderer) { OnVolumetricLightPreRender?.Invoke(renderer); }
|
||||
}
|
||||
|
||||
public delegate void TimeSystemDelegate(AzureTimeSystem timeSystem);
|
||||
public static event TimeSystemDelegate OnTimelineChanged, OnMinuteChanged, OnHourChanged, OnDayChanged, OnMonthChanged, OnYearChanged;
|
||||
|
||||
public delegate void WeatherSystemDelegate(AzureWeatherSystem azureWeatherSystem);
|
||||
public static event WeatherSystemDelegate OnBeforeOverrideUpdate, OnAfterOverrideUpdate, OnBeforeWeatherSystemUpdate, OnAfterWeatherSystemUpdate, OnWeatherTransitionEnd;
|
||||
|
||||
public delegate void VolumetriLightPreRenderDelegate(AzureVolumetricLightRenderer renderer);
|
||||
public static event VolumetriLightPreRenderDelegate OnVolumetricLightPreRender;
|
||||
}
|
||||
|
||||
// Editor only
|
||||
#if UNITY_EDITOR
|
||||
public static class AzureNotificationCenterEditor
|
||||
{
|
||||
public static class Invoke
|
||||
{
|
||||
/// <summary>Invokes the OnRequestCalendarUpdate event.</summary>
|
||||
public static void RequestCalendarUpdateCallback()
|
||||
{
|
||||
OnRequestCalendarUpdate?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>Triggers the OnAddWeatherPropertyGroup callback.</summary>
|
||||
public static void AddWeatherPropertyGroupCallback(AzureCoreSystem azureCoreSystem)
|
||||
{
|
||||
OnAddWeatherPropertyGroup?.Invoke(azureCoreSystem);
|
||||
}
|
||||
|
||||
/// <summary>Triggers the OnRemoveWeatherPropertyGroup callback.</summary>
|
||||
public static void RemoveWeatherPropertyGroupCallback(AzureCoreSystem azureCoreSystem, int index)
|
||||
{
|
||||
OnRemoveWeatherPropertyGroup?.Invoke(azureCoreSystem, index);
|
||||
}
|
||||
|
||||
/// <summary>Triggers the OnReorderWeatherPropertyGroupList callback.</summary>
|
||||
public static void ReorderWeatherPropertyGroupCallback(AzureCoreSystem azureCoreSystem, int oldIndex, int newIndex)
|
||||
{
|
||||
OnReorderWeatherPropertyGroupList?.Invoke(azureCoreSystem, oldIndex, newIndex);
|
||||
}
|
||||
|
||||
/// <summary>Triggers the OnAddWeatherProperty callback.</summary>
|
||||
public static void AddWeatherPropertyCallback(AzureCoreSystem azureCoreSystem, int groupIndex)
|
||||
{
|
||||
OnAddWeatherProperty?.Invoke(azureCoreSystem, groupIndex);
|
||||
}
|
||||
|
||||
/// <summary>Triggers the OnRemoveWeatherProperty callback.</summary>
|
||||
public static void RemoveWeatherPropertyCallback(AzureCoreSystem azureCoreSystem, int groupIndex, int propertyIndex)
|
||||
{
|
||||
OnRemoveWeatherProperty?.Invoke(azureCoreSystem, groupIndex, propertyIndex);
|
||||
}
|
||||
|
||||
/// <summary>Triggers the OnReorderWeatherPropertyList callback.</summary>
|
||||
public static void ReorderWeatherPropertyCallback(AzureCoreSystem azureCoreSystem, int groupIndex, int oldIndex, int newIndex)
|
||||
{
|
||||
OnReorderWeatherPropertyList?.Invoke(azureCoreSystem, groupIndex, oldIndex, newIndex);
|
||||
}
|
||||
}
|
||||
|
||||
public delegate void AzureEditorDelegate();
|
||||
public static event AzureEditorDelegate OnRequestCalendarUpdate;
|
||||
|
||||
public delegate void AddWeatherPropertyGroupDelegate(AzureCoreSystem azureCoreSystem);
|
||||
public static event AddWeatherPropertyGroupDelegate OnAddWeatherPropertyGroup;
|
||||
|
||||
public delegate void RemoveWeatherPropertyGroupDelegate(AzureCoreSystem azureCoreSystem, int index);
|
||||
public static event RemoveWeatherPropertyGroupDelegate OnRemoveWeatherPropertyGroup;
|
||||
|
||||
public delegate void ReorderWeatherPropertyGroupDelegate(AzureCoreSystem azureCoreSystem, int oldIndex, int newIndex);
|
||||
public static event ReorderWeatherPropertyGroupDelegate OnReorderWeatherPropertyGroupList;
|
||||
|
||||
public delegate void AddWeatherPropertyDelegate(AzureCoreSystem azureCoreSystem, int groupIndex);
|
||||
public static event AddWeatherPropertyDelegate OnAddWeatherProperty;
|
||||
|
||||
public delegate void RemoveWeatherPropertyDelegate(AzureCoreSystem azureCoreSystem, int groupIndex, int propertyIndex);
|
||||
public static event RemoveWeatherPropertyDelegate OnRemoveWeatherProperty;
|
||||
|
||||
public delegate void ReorderWeatherPropertyDelegate(AzureCoreSystem azureCoreSystem, int groupIndex, int oldIndex, int newIndex);
|
||||
public static event ReorderWeatherPropertyDelegate OnReorderWeatherPropertyList;
|
||||
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cb09c6579949a6641b0fb023529f80fe
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,40 +0,0 @@
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
[RequireComponent(typeof(ParticleSystem))]
|
||||
[AddComponentMenu("Azure[Sky] Dynamic Skybox/Azure Particle FX")]
|
||||
public sealed class AzureParticleFX : MonoBehaviour
|
||||
{
|
||||
/// <summary>The particle system attached to this game object.</summary>
|
||||
private ParticleSystem m_particleSystem;
|
||||
|
||||
/// <summary>The reference to the emission module of the attached particle system.</summary>
|
||||
private ParticleSystem.EmissionModule m_particleEmission;
|
||||
|
||||
/// <summary>The emission intensity of the particle system attached to this game object.</summary>
|
||||
public float intensity
|
||||
{
|
||||
get => m_intensity;
|
||||
set
|
||||
{
|
||||
m_intensity = value;
|
||||
|
||||
if (m_particleSystem)
|
||||
{
|
||||
m_particleEmission.rateOverTimeMultiplier = value;
|
||||
if (value > 0)
|
||||
{
|
||||
if (!m_particleSystem.isPlaying) m_particleSystem.Play();
|
||||
}
|
||||
else if (m_particleSystem.isPlaying) m_particleSystem.Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
[SerializeField] private float m_intensity;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_particleSystem = GetComponent<ParticleSystem>();
|
||||
if (m_particleSystem) m_particleEmission = m_particleSystem.emission;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f92beabbed713594b92b12c31ab52cfc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,31 +0,0 @@
|
||||
using System;
|
||||
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
[Serializable] public sealed class AzurePropertyData
|
||||
{
|
||||
/// <summary>The data container for customization the custom property if it is configured to return a float output.</summary>
|
||||
public float floatData { get => m_floatData; set => m_floatData = value; }
|
||||
[SerializeField] private float m_floatData;
|
||||
|
||||
/// <summary>The data container for customization the custom property if it is configured to return a color output.</summary>
|
||||
public Color colorData { get => m_colorData; set => m_colorData = value; }
|
||||
[SerializeField] private Color m_colorData;
|
||||
|
||||
/// <summary>The data container for customization the custom property if it is configured to return a dynamic float output based on the timeline.</summary>
|
||||
public AnimationCurve curveData { get => m_curveData; set => m_curveData = value; }
|
||||
[SerializeField] private AnimationCurve m_curveData;
|
||||
|
||||
/// <summary>The data container for customization the custom property if it is configured to return a dynamic color output based on the timeline.</summary>
|
||||
public Gradient gradientData { get => m_gradientData; set => m_gradientData = value; }
|
||||
[SerializeField] private Gradient m_gradientData;
|
||||
|
||||
/// <summary>The data container for customization the custom property if it is configured to return a direction or a position output.</summary>
|
||||
public Vector3 vector3Data { get => m_vector3Data; set => m_vector3Data = value; }
|
||||
[SerializeField] private Vector3 m_vector3Data;
|
||||
|
||||
/// <summary>The reference to the weather property from the core system this data belongs to.</summary>
|
||||
public AzureWeatherProperty weatherPropertyOwner { get => m_weatherPropertyOwner; set => m_weatherPropertyOwner = value; }
|
||||
[SerializeField] private AzureWeatherProperty m_weatherPropertyOwner;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 293d52b297efb1e44bf7274b93878e2f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,20 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
[Serializable] public sealed class AzurePropertyGroupData
|
||||
{
|
||||
/// <summary>The list containing all the properties data in this group.</summary>
|
||||
public List<AzurePropertyData> propertyDataList { get => m_propertyDataList; set => m_propertyDataList = value; }
|
||||
[SerializeField] private List<AzurePropertyData> m_propertyDataList = new List<AzurePropertyData>();
|
||||
|
||||
/// <summary>The curve used to define the stage in the weather transition this group transition will start/end.</summary>
|
||||
public AnimationCurve rampCurve { get => m_rampCurve; set => m_rampCurve = value; }
|
||||
[SerializeField] private AnimationCurve m_rampCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
|
||||
|
||||
/// <summary>The name of this property group data.</summary>
|
||||
public string name { get => m_name; set => m_name = value; }
|
||||
[SerializeField] private string m_name;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1b5e7cdd9d3731e4bb2bc3db01610fae
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,79 +0,0 @@
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
internal static class AzureShaderUniforms
|
||||
{
|
||||
// Textures
|
||||
internal static readonly int SunTexture = Shader.PropertyToID("_Azure_SunTexture");
|
||||
internal static readonly int MoonTexture = Shader.PropertyToID("_Azure_MoonTexture");
|
||||
internal static readonly int StarfieldTexture = Shader.PropertyToID("_Azure_StarfieldTexture");
|
||||
internal static readonly int ConstellationTexture = Shader.PropertyToID("_Azure_ConstellationTexture");
|
||||
internal static readonly int DynamicCloudTexture = Shader.PropertyToID("_Azure_DynamicCloudTexture");
|
||||
internal static readonly int FogScatteringDataTexture = Shader.PropertyToID("_Azure_FogScatteringDataTexture");
|
||||
|
||||
// Directions
|
||||
internal static readonly int SunDirection = Shader.PropertyToID("_Azure_SunDirection");
|
||||
internal static readonly int MoonDirection = Shader.PropertyToID("_Azure_MoonDirection");
|
||||
internal static readonly int SunMatrix = Shader.PropertyToID("_Azure_SunMatrix");
|
||||
internal static readonly int MoonMatrix = Shader.PropertyToID("_Azure_MoonMatrix");
|
||||
internal static readonly int UpDirectionMatrix = Shader.PropertyToID("_Azure_UpDirectionMatrix");
|
||||
internal static readonly int StarfieldMatrix = Shader.PropertyToID("_Azure_StarfieldMatrix");
|
||||
internal static readonly int FrustumCornersMatrix = Shader.PropertyToID("_Azure_FrustumCornersMatrix");
|
||||
|
||||
// Scattering
|
||||
internal static readonly int Kr = Shader.PropertyToID("_Azure_Kr");
|
||||
internal static readonly int Km = Shader.PropertyToID("_Azure_Km");
|
||||
internal static readonly int Rayleigh = Shader.PropertyToID("_Azure_Rayleigh");
|
||||
internal static readonly int Mie = Shader.PropertyToID("_Azure_Mie");
|
||||
internal static readonly int MieG = Shader.PropertyToID("_Azure_MieG");
|
||||
internal static readonly int Scattering = Shader.PropertyToID("_Azure_Scattering");
|
||||
internal static readonly int SkyLuminance = Shader.PropertyToID("_Azure_SkyLuminance");
|
||||
internal static readonly int Exposure = Shader.PropertyToID("_Azure_Exposure");
|
||||
internal static readonly int RayleighColor = Shader.PropertyToID("_Azure_RayleighColor");
|
||||
internal static readonly int MieColor = Shader.PropertyToID("_Azure_MieColor");
|
||||
|
||||
// Outer space
|
||||
internal static readonly int SunRadius = Shader.PropertyToID("_Azure_SunRadius");
|
||||
internal static readonly int SunPosition = Shader.PropertyToID("_Azure_SunPosition");
|
||||
internal static readonly int SunOpacity = Shader.PropertyToID("_Azure_SunOpacity");
|
||||
internal static readonly int SunColor = Shader.PropertyToID("_Azure_SunColor");
|
||||
internal static readonly int MoonRadius = Shader.PropertyToID("_Azure_MoonRadius");
|
||||
internal static readonly int MoonPosition = Shader.PropertyToID("_Azure_MoonPosition");
|
||||
internal static readonly int MoonOpacity = Shader.PropertyToID("_Azure_MoonOpacity");
|
||||
internal static readonly int MoonColor = Shader.PropertyToID("_Azure_MoonColor");
|
||||
internal static readonly int StarsIntensity = Shader.PropertyToID("_Azure_StarsIntensity");
|
||||
internal static readonly int MilkyWayIntensity = Shader.PropertyToID("_Azure_MilkyWayIntensity");
|
||||
internal static readonly int StarFieldColor = Shader.PropertyToID("_Azure_StarFieldColor");
|
||||
internal static readonly int ConstellationIntensity = Shader.PropertyToID("_Azure_ConstellationIntensity");
|
||||
internal static readonly int ConstellationColor = Shader.PropertyToID("_Azure_ConstellationColor");
|
||||
internal static readonly int SkyExtinction = Shader.PropertyToID("_Azure_SkyExtinction");
|
||||
|
||||
// Fog scattering
|
||||
internal static readonly int MieDistance = Shader.PropertyToID("_Azure_MieDistance");
|
||||
internal static readonly int GlobalFogDistance = Shader.PropertyToID("_Azure_GlobalFogDistance");
|
||||
internal static readonly int GlobalFogSmoothStep = Shader.PropertyToID("_Azure_GlobalFogSmooth");
|
||||
internal static readonly int GlobalFogDensity = Shader.PropertyToID("_Azure_GlobalFogDensity");
|
||||
internal static readonly int HeightFogDistance = Shader.PropertyToID("_Azure_HeightFogDistance");
|
||||
internal static readonly int HeightFogSmoothStep = Shader.PropertyToID("_Azure_HeightFogSmooth");
|
||||
internal static readonly int HeightFogDensity = Shader.PropertyToID("_Azure_HeightFogDensity");
|
||||
internal static readonly int HeightFogStartAltitude = Shader.PropertyToID("_Azure_HeightFogStartAltitude");
|
||||
internal static readonly int HeightFogEndAltitude = Shader.PropertyToID("_Azure_HeightFogEndAltitude");
|
||||
internal static readonly int FogBluishIntensity = Shader.PropertyToID("_Azure_FogBluishIntensity");
|
||||
internal static readonly int HeightFogScatteringMultiplier = Shader.PropertyToID("_Azure_HeightFogScatterMultiplier");
|
||||
|
||||
// Dynamic clouds
|
||||
internal static readonly int DynamicCloudAltitude = Shader.PropertyToID("_Azure_DynamicCloudAltitude");
|
||||
internal static readonly int DynamicCloudDirection = Shader.PropertyToID("_Azure_DynamicCloudDirection");
|
||||
internal static readonly int DynamicCloudDensity = Shader.PropertyToID("_Azure_DynamicCloudDensity");
|
||||
internal static readonly int DynamicCloudColor1 = Shader.PropertyToID("_Azure_DynamicCloudColor1");
|
||||
internal static readonly int DynamicCloudColor2 = Shader.PropertyToID("_Azure_DynamicCloudColor2");
|
||||
internal static readonly int ThunderLightningEffect = Shader.PropertyToID("_Azure_ThunderLightningEffect");
|
||||
|
||||
// Volumetric lights
|
||||
internal static readonly int VolumetricLightIntensity = Shader.PropertyToID("_Azure_VolumetricLightIntensity");
|
||||
internal static readonly int VolumetricLightColor = Shader.PropertyToID("_Azure_VolumetricLightColor");
|
||||
internal static readonly int VolumetricLightExtinctionDistance = Shader.PropertyToID("_Azure_VolumetricLightExtinctionDistance");
|
||||
internal static readonly int VolumetricLightExtinctionSmoothStep = Shader.PropertyToID("_Azure_VolumetricLightExtinctionSmoothStep");
|
||||
internal static readonly int VolumetricLightMieG = Shader.PropertyToID("_Azure_VolumetricLightMieG");
|
||||
internal static readonly int VolumetricLightWorldPosition = Shader.PropertyToID("_Azure_VolumetricLightWorldPosition");
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: efa2fc1f2638d3649b8457c7f43f90a0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,478 +0,0 @@
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
/// <summary>This class handles the attributes used to render the sky and fog scattering effect.</summary>
|
||||
[ExecuteInEditMode]
|
||||
[AddComponentMenu("Azure[Sky] Dynamic Skybox/Azure Sky Renderer")]
|
||||
public sealed class AzureSkyRenderer : MonoBehaviour
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[SerializeField] private bool m_showReferencesTab;
|
||||
[SerializeField] private bool m_showScatteringTab;
|
||||
[SerializeField] private bool m_showOutterSpaceTab;
|
||||
[SerializeField] private bool m_showFogScatteringTab;
|
||||
[SerializeField] private bool m_showDynamicCloudTab;
|
||||
[SerializeField] private bool m_showOptionsTab;
|
||||
#endif
|
||||
|
||||
////////////////////
|
||||
// References Tab //
|
||||
////////////////////
|
||||
|
||||
/// <summary>The transform used to represent the position of the sun in the sky.</summary>
|
||||
public Transform sunTransform { get => m_sunTransform; set => m_sunTransform = value; }
|
||||
[SerializeField] private Transform m_sunTransform = null;
|
||||
|
||||
/// <summary>The transform used to represent the position of the moon in the sky.</summary>
|
||||
public Transform moonTransform { get => m_moonTransform; set => m_moonTransform = value; }
|
||||
[SerializeField] private Transform m_moonTransform = null;
|
||||
|
||||
/// <summary>The transform used to represent the position of the starfield in the sky.</summary>
|
||||
public Transform starfieldTransform { get => m_starfieldTransform; set => m_starfieldTransform = value; }
|
||||
[SerializeField] private Transform m_starfieldTransform = null;
|
||||
|
||||
/// <summary>The material that renders the sky.</summary>
|
||||
public Material skyMaterial { get => m_skyMaterial; set => m_skyMaterial = value; }
|
||||
[SerializeField] private Material m_skyMaterial = null;
|
||||
|
||||
/// <summary>The material that renders the fog scattering effect.</summary>
|
||||
public Material fogMaterial { get => m_fogMaterial; set => m_fogMaterial = value; }
|
||||
[SerializeField] private Material m_fogMaterial = null;
|
||||
|
||||
/// <summary>The cubemap texture used to render the sun sphere.</summary>
|
||||
public Cubemap sunTexture { get => m_sunTexture; set => m_sunTexture = value; }
|
||||
[SerializeField] private Cubemap m_sunTexture = null;
|
||||
|
||||
/// <summary>The cubemap texture used to render the moon sphere.</summary>
|
||||
public Cubemap moonTexture { get => m_moonTexture; set => m_moonTexture = value; }
|
||||
[SerializeField] private Cubemap m_moonTexture = null;
|
||||
|
||||
/// <summary>The cubemap texture used to render the regular stars and the Milky Way.</summary>
|
||||
public Cubemap starfieldTexture { get => m_starfieldTexture; set => m_starfieldTexture = value; }
|
||||
[SerializeField] private Cubemap m_starfieldTexture = null;
|
||||
|
||||
/// <summary>The cubemap texture used to render the sky constellation.</summary>
|
||||
public Cubemap constellationTexture { get => m_constellationTexture; set => m_constellationTexture = value; }
|
||||
[SerializeField] private Cubemap m_constellationTexture = null;
|
||||
|
||||
/// <summary>The 2D texture used to render the dynamic clouds.</summary>
|
||||
public Texture2D dynamicCloudTexture { get => m_dynamicCloudTexture; set => m_dynamicCloudTexture = value; }
|
||||
[SerializeField] private Texture2D m_dynamicCloudTexture = null;
|
||||
|
||||
/// <summary>The shader used to render only the sky without clouds.</summary>
|
||||
public Shader emptySkyShader { get => m_emptySkyShader; set => m_emptySkyShader = value; }
|
||||
[SerializeField] private Shader m_emptySkyShader = null;
|
||||
|
||||
/// <summary>The shader used to render sky with dynamic clouds.</summary>
|
||||
public Shader dynamicCloudShader { get => m_dynamicCloudShader; set => m_dynamicCloudShader = value; }
|
||||
[SerializeField] private Shader m_dynamicCloudShader = null;
|
||||
|
||||
////////////////////
|
||||
// Scattering Tab //
|
||||
////////////////////
|
||||
|
||||
/// <summary>The Vector3 that represents the wavelength of the visible light.</summary>
|
||||
public Vector3 wavelength { get => m_wavelength; set => m_wavelength = value; }
|
||||
[SerializeField] private Vector3 m_wavelength = new Vector3(680.0f, 550.0f, 450.0f);
|
||||
|
||||
/// <summary>The molecular density of the air.</summary>
|
||||
public float molecularDensity { get => m_molecularDensity; set => m_molecularDensity = value; }
|
||||
[SerializeField] private float m_molecularDensity = 2.545f;
|
||||
|
||||
/// <summary>The rayleigh altitude in meters.</summary>
|
||||
public float kr { get => m_kr; set => m_kr = value; }
|
||||
[SerializeField] private float m_kr = 8400.0f;
|
||||
|
||||
/// <summary>The mie altitude in meters.</summary>
|
||||
public float km { get => m_km; set => m_km = value; }
|
||||
[SerializeField] private float m_km = 1200.0f;
|
||||
|
||||
/// <summary>The rayleigh scattering multiplier.</summary>
|
||||
public float rayleigh { get => m_rayleigh; set => m_rayleigh = value; }
|
||||
[SerializeField] private float m_rayleigh = 1.5f;
|
||||
|
||||
/// <summary>The mie scattering multiplier.</summary>
|
||||
public float mie { get => m_mie; set => m_mie = value; }
|
||||
[SerializeField] private float m_mie = 1.0f;
|
||||
|
||||
/// <summary>The mie directionality factor.</summary>
|
||||
public float mieDirectionalityFactor { get => m_mieDirectionalityFactor; set => m_mieDirectionalityFactor = value; }
|
||||
[SerializeField] private float m_mieDirectionalityFactor = 0.75f;
|
||||
|
||||
/// <summary>The scattering intensity multiplier.</summary>
|
||||
public float scattering { get => m_scattering; set => m_scattering = value; }
|
||||
[SerializeField] private float m_scattering = 15.0f;
|
||||
|
||||
/// <summary>The luminance of the sky when there is no sun or moon in the sky.</summary>
|
||||
public float skyLuminance { get => m_skyLuminance; set => m_skyLuminance = value; }
|
||||
[SerializeField] private float m_skyLuminance = 0.1f;
|
||||
|
||||
/// <summary>The exposure of the internal sky shader tonemapping.</summary>
|
||||
public float exposure { get => m_exposure; set => m_exposure = value; }
|
||||
[SerializeField] private float m_exposure = 2.0f;
|
||||
|
||||
/// <summary>The rayleigh color multiplier.</summary>
|
||||
public Color rayleighColor { get => m_rayleighColor; set => m_rayleighColor = value; }
|
||||
[SerializeField] private Color m_rayleighColor = Color.white;
|
||||
|
||||
/// <summary>The mie color multiplier.</summary>
|
||||
public Color mieColor { get => m_mieColor; set => m_mieColor = value; }
|
||||
[SerializeField] private Color m_mieColor = Color.white;
|
||||
|
||||
//////////////////////
|
||||
// Outter Space Tab //
|
||||
//////////////////////
|
||||
|
||||
/// <summary>The size of the Sun sphere in the sky.</summary>
|
||||
public float sunSize { get => m_sunSize; set => m_sunSize = value; }
|
||||
[SerializeField] private float m_sunSize = 1.0f;
|
||||
|
||||
/// <summary>The opacity of the Sun sphere.</summary>
|
||||
public float sunOpacity { get => m_sunOpacity; set => m_sunOpacity = value; }
|
||||
[SerializeField] private float m_sunOpacity = 1.0f;
|
||||
|
||||
/// <summary>The color multiplier of the Sun sphere.</summary>
|
||||
public Color sunColor { get => m_sunColor; set => m_sunColor = value; }
|
||||
[SerializeField] private Color m_sunColor = Color.white;
|
||||
|
||||
/// <summary>The size of the Moon sphere in the sky.</summary>
|
||||
public float moonSize { get => m_moonSize; set => m_moonSize = value; }
|
||||
[SerializeField] private float m_moonSize = 1.0f;
|
||||
|
||||
/// <summary>The opacity of the Moon sphere.</summary>
|
||||
public float moonOpacity { get => m_moonOpacity; set => m_moonOpacity = value; }
|
||||
[SerializeField] private float m_moonOpacity = 1.0f;
|
||||
|
||||
/// <summary>The color multiplier of the Moon sphere.</summary>
|
||||
public Color moonColor { get => m_moonColor; set => m_moonColor = value; }
|
||||
[SerializeField] private Color m_moonColor = Color.white;
|
||||
|
||||
/// <summary>The rotation offset to adjust the moon cubemap texture in its sphere.</summary>
|
||||
public Vector3 moonRotationOffset { get => m_moonRotationOffset; set => m_moonRotationOffset = value; }
|
||||
[SerializeField] private Vector3 m_moonRotationOffset = Vector3.zero;
|
||||
|
||||
/// <summary>The intensity of the regular stars.</summary>
|
||||
public float starsIntensity { get => m_starsIntensity; set => m_starsIntensity = value; }
|
||||
[SerializeField] private float m_starsIntensity = 0.5f;
|
||||
|
||||
/// <summary>The intensity of the Milky Way.</summary>
|
||||
public float milkyWayIntensity { get => m_milkyWayIntensity; set => m_milkyWayIntensity = value; }
|
||||
[SerializeField] private float m_milkyWayIntensity = 0.0f;
|
||||
|
||||
/// <summary>The color multiplier of the entire starfield.</summary>
|
||||
public Color starfieldColor { get => m_starfieldColor; set => m_starfieldColor = value; }
|
||||
[SerializeField] private Color m_starfieldColor = Color.white;
|
||||
|
||||
/// <summary>The extinction of the light coming from the outer space, caused by the atmosphere density.</summary>
|
||||
public float skyExtinction { get => m_skyExtinction; set => m_skyExtinction = value; }
|
||||
[SerializeField] private float m_skyExtinction = 0.0f;
|
||||
|
||||
/// <summary>The intensity of the stars constellation.</summary>
|
||||
public float constellationIntensity { get => m_constellationIntensity; set => m_constellationIntensity = value; }
|
||||
[SerializeField] private float m_constellationIntensity = 0.0f;
|
||||
|
||||
/// <summary>The color of the sky constellation.</summary>
|
||||
public Color constellationColor { get => m_constellationColor; set => m_constellationColor = value; }
|
||||
[SerializeField] private Color m_constellationColor = Color.white;
|
||||
|
||||
/// <summary>The rotation offset to adjust the starfield cubemap texture in the sky sphere.</summary>
|
||||
public Vector3 starfieldRotationOffset { get => m_starfieldRotationOffset; set => m_starfieldRotationOffset = value; }
|
||||
[SerializeField] private Vector3 m_starfieldRotationOffset = Vector3.zero;
|
||||
|
||||
/// <summary>The moon rotation offset.</summary>
|
||||
private Quaternion m_moonRotation;
|
||||
/// <summary>The moon rotation offset matrix.</summary>
|
||||
private Matrix4x4 m_moonRotationMatrix;
|
||||
|
||||
/// <summary>The starfield rotation offset.</summary>
|
||||
private Quaternion m_starfieldRotation;
|
||||
/// <summary>The starfield rotation offset matrix.</summary>
|
||||
private Matrix4x4 m_starfieldRotationMatrix;
|
||||
|
||||
////////////////////////
|
||||
// Fog Scattering Tab //
|
||||
////////////////////////
|
||||
|
||||
/// <summary>The distance of the mie bright influence in the fog scattering effect.</summary>
|
||||
public float mieDistance { get => m_mieDistance; set => m_mieDistance = value; }
|
||||
[SerializeField] private float m_mieDistance = 1.0f;
|
||||
|
||||
/// <summary>The distance of the global fog scattering effect.</summary>
|
||||
public float globalFogDistance { get => m_globalFogDistance; set => m_globalFogDistance = value; }
|
||||
[SerializeField] private float m_globalFogDistance = 1000.0f;
|
||||
|
||||
/// <summary>The smooth step transition from where there is no global fog in the scene to where is completely foggy.</summary>
|
||||
public float globalFogSmoothStep { get => m_globalFogSmoothStep; set => m_globalFogSmoothStep = value; }
|
||||
[SerializeField] private float m_globalFogSmoothStep = 0.25f;
|
||||
|
||||
/// <summary>The density of the global fog scattering effect.</summary>
|
||||
public float globalFogDensity { get => m_globalFogDensity; set => m_globalFogDensity = value; }
|
||||
[SerializeField] private float m_globalFogDensity = 1.0f;
|
||||
|
||||
/// <summary>The distance of the height fog scattering effect.</summary>
|
||||
public float heightFogDistance { get => m_heightFogDistance; set => m_heightFogDistance = value; }
|
||||
[SerializeField] private float m_heightFogDistance = 100.0f;
|
||||
|
||||
/// <summary>The smooth step transition from where there is no height fog in the scene to where is completely foggy.</summary>
|
||||
public float heightFogSmoothStep { get => m_heightFogSmoothStep; set => m_heightFogSmoothStep = value; }
|
||||
[SerializeField] private float m_heightFogSmoothStep = 1.0f;
|
||||
|
||||
/// <summary>The density of the height fog scattering effect.</summary>
|
||||
public float heightFogDensity { get => m_heightFogDensity; set => m_heightFogDensity = value; }
|
||||
[SerializeField] private float m_heightFogDensity = 0.0f;
|
||||
|
||||
/// <summary>The height altitude where the height fog scattering effect should start.</summary>
|
||||
public float heightFogStartAltitude { get => m_heightFogStartAltitude; set => m_heightFogStartAltitude = value; }
|
||||
[SerializeField] private float m_heightFogStartAltitude = 0.0f;
|
||||
|
||||
/// <summary>The height altitude where the height fog scattering effect should end.</summary>
|
||||
public float heightFogEndAltitude { get => m_heightFogEndAltitude; set => m_heightFogEndAltitude = value; }
|
||||
[SerializeField] private float m_heightFogEndAltitude = 100.0f;
|
||||
|
||||
/// <summary>The intensity of the bluish color effect of the fog at distance.</summary>
|
||||
public float fogBluishIntensity { get => m_fogBluishIntensity; set => m_fogBluishIntensity = value; }
|
||||
[SerializeField] private float m_fogBluishIntensity = 0.15f;
|
||||
|
||||
/// <summary>The scattering multiplier based on the height fog.</summary>
|
||||
public float heightFogScatteringMultiplier { get => m_heightFogScatteringMultiplier; set => m_heightFogScatteringMultiplier = value; }
|
||||
[SerializeField] private float m_heightFogScatteringMultiplier = 0.5f;
|
||||
|
||||
////////////////////
|
||||
// Dynamic Clouds //
|
||||
////////////////////
|
||||
|
||||
/// <summary>The altitude of the dynamic clouds in the sky.</summary>
|
||||
public float dynamicCloudAltitude { get => m_dynamicCloudAltitude; set => m_dynamicCloudAltitude = value; }
|
||||
[SerializeField] private float m_dynamicCloudAltitude = 7.5f;
|
||||
|
||||
/// <summary>The movement direction of the dynamic clouds.</summary>
|
||||
public float dynamicCloudDirection { get => m_dynamicCloudDirection; set => m_dynamicCloudDirection = value; }
|
||||
[SerializeField] private float m_dynamicCloudDirection = 0.0f;
|
||||
|
||||
/// <summary>The movement speed of the dynamic clouds.</summary>
|
||||
public float dynamicCloudSpeed { get => m_dynamicCloudSpeed; set => m_dynamicCloudSpeed = value; }
|
||||
[SerializeField] private float m_dynamicCloudSpeed = 0.1f;
|
||||
|
||||
/// <summary>The coverage of the dynamic clouds.</summary>
|
||||
public float dynamicCloudDensity { get => m_dynamicCloudDensity; set => m_dynamicCloudDensity = value; }
|
||||
[SerializeField] private float m_dynamicCloudDensity = 0.75f;
|
||||
|
||||
/// <summary>The first color of the dynamic clouds.</summary>
|
||||
public Color dynamicCloudColor1 { get => m_dynamicCloudColor1; set => m_dynamicCloudColor1 = value; }
|
||||
[SerializeField] private Color m_dynamicCloudColor1 = Color.white;
|
||||
|
||||
/// <summary>The second color of the dynamic clouds.</summary>
|
||||
public Color dynamicCloudColor2 { get => m_dynamicCloudColor2; set => m_dynamicCloudColor2 = value; }
|
||||
[SerializeField] private Color m_dynamicCloudColor2 = Color.white;
|
||||
|
||||
/// <summary>The dynamic cloud uv.</summary>
|
||||
public Vector2 dynamicCloudUV => m_dynamicCloudUV;
|
||||
private Vector2 m_dynamicCloudUV = Vector2.zero;
|
||||
|
||||
/////////////////
|
||||
// Options Tab //
|
||||
/////////////////
|
||||
|
||||
/// <summary>How the shader uniforms of the sky and fog material should be updated? Locally every frame or from an external call?</summary>
|
||||
public AzureUpdateMode updateMode { get => m_updateMode; set => m_updateMode = value; }
|
||||
[SerializeField] private AzureUpdateMode m_updateMode = AzureUpdateMode.LocallyEveryFrame;
|
||||
|
||||
/// <summary>How the clouds should be rendered.</summary>
|
||||
public AzureCloudMode cloudMode { get => m_cloudMode; set { m_cloudMode = value; UpdateCloudMode(); } }
|
||||
[SerializeField] private AzureCloudMode m_cloudMode = AzureCloudMode.Dynamic;
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
UpdateCloudMode();
|
||||
|
||||
InitializeSkySystem();
|
||||
|
||||
// First update of the shader uniforms
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
if (m_updateMode == AzureUpdateMode.LocallyEveryFrame)
|
||||
{
|
||||
UpdateSkySystem();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Only in gameplay
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
// Clouds movement
|
||||
if (m_cloudMode == AzureCloudMode.Dynamic)
|
||||
{
|
||||
m_dynamicCloudUV = CalculeDynamicCloudUV();
|
||||
Shader.SetGlobalVector(AzureShaderUniforms.DynamicCloudDirection, m_dynamicCloudUV);
|
||||
}
|
||||
|
||||
// Update the shader uniforms every frame
|
||||
if (m_updateMode == AzureUpdateMode.LocallyEveryFrame)
|
||||
{
|
||||
UpdateSkySystem();
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
InitializeSkySystem();
|
||||
UpdateSkySystem();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (m_skyMaterial)
|
||||
RenderSettings.skybox = m_skyMaterial;
|
||||
}
|
||||
|
||||
/// <summary>Sets the shader uniforms that only requires one update at start.</summary>
|
||||
public void InitializeSkySystem()
|
||||
{
|
||||
Shader.SetGlobalTexture(AzureShaderUniforms.SunTexture, m_sunTexture);
|
||||
Shader.SetGlobalTexture(AzureShaderUniforms.MoonTexture, m_moonTexture);
|
||||
Shader.SetGlobalTexture(AzureShaderUniforms.StarfieldTexture, m_starfieldTexture);
|
||||
Shader.SetGlobalTexture(AzureShaderUniforms.ConstellationTexture, m_constellationTexture);
|
||||
Shader.SetGlobalTexture(AzureShaderUniforms.DynamicCloudTexture, m_dynamicCloudTexture);
|
||||
}
|
||||
|
||||
/// <summary>Sets the shader uniforms that requires constantly update.</summary>
|
||||
public void UpdateSkySystem()
|
||||
{
|
||||
m_moonRotation = Quaternion.Euler(m_moonRotationOffset);
|
||||
m_moonRotationMatrix = Matrix4x4.TRS(Vector3.zero, m_moonRotation, Vector3.one);
|
||||
|
||||
m_starfieldRotation = Quaternion.Euler(m_starfieldRotationOffset);
|
||||
m_starfieldRotationMatrix = Matrix4x4.TRS(Vector3.zero, m_starfieldRotation, Vector3.one);
|
||||
|
||||
Shader.SetGlobalVector(AzureShaderUniforms.SunDirection, -m_sunTransform.forward);
|
||||
Shader.SetGlobalVector(AzureShaderUniforms.MoonDirection, -m_moonTransform.forward);
|
||||
Shader.SetGlobalMatrix(AzureShaderUniforms.SunMatrix, m_sunTransform.worldToLocalMatrix);
|
||||
Shader.SetGlobalMatrix(AzureShaderUniforms.MoonMatrix, m_moonRotationMatrix * m_moonTransform.worldToLocalMatrix);
|
||||
Shader.SetGlobalMatrix(AzureShaderUniforms.UpDirectionMatrix, transform.worldToLocalMatrix);
|
||||
Shader.SetGlobalMatrix(AzureShaderUniforms.StarfieldMatrix, m_starfieldRotationMatrix * m_starfieldTransform.worldToLocalMatrix);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.Kr, m_kr);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.Km, m_km);
|
||||
Shader.SetGlobalVector(AzureShaderUniforms.Rayleigh, ComputeRayleigh() * m_rayleigh);
|
||||
Shader.SetGlobalVector(AzureShaderUniforms.Mie, ComputeMie() * m_mie);
|
||||
Shader.SetGlobalVector(AzureShaderUniforms.MieG, ComputeMieG());
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.MieDistance, m_mieDistance);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.Scattering, m_scattering);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.SkyLuminance, m_skyLuminance);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.Exposure, m_exposure);
|
||||
Shader.SetGlobalColor(AzureShaderUniforms.RayleighColor, m_rayleighColor);
|
||||
Shader.SetGlobalColor(AzureShaderUniforms.MieColor, m_mieColor);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.SunRadius, m_sunSize * 696340.0f * 10.0f);
|
||||
Shader.SetGlobalVector(AzureShaderUniforms.SunPosition, -m_sunTransform.forward * 149600000.0f);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.SunOpacity, m_sunOpacity);
|
||||
Shader.SetGlobalColor(AzureShaderUniforms.SunColor, m_sunColor);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.MoonRadius, m_moonSize * 1737.4f * 10.0f);
|
||||
Shader.SetGlobalVector(AzureShaderUniforms.MoonPosition, -m_moonTransform.forward * 384400.0f);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.MoonOpacity, m_moonOpacity);
|
||||
Shader.SetGlobalColor(AzureShaderUniforms.MoonColor, m_moonColor);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.StarsIntensity, m_starsIntensity);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.MilkyWayIntensity, m_milkyWayIntensity);
|
||||
Shader.SetGlobalColor(AzureShaderUniforms.StarFieldColor, m_starfieldColor);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.SkyExtinction, m_skyExtinction);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.ConstellationIntensity, m_constellationIntensity);
|
||||
Shader.SetGlobalColor(AzureShaderUniforms.ConstellationColor, m_constellationColor);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.GlobalFogDistance, m_globalFogDistance);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.GlobalFogSmoothStep, m_globalFogSmoothStep);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.GlobalFogDensity, m_globalFogDensity);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.HeightFogDistance, m_heightFogDistance);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.HeightFogSmoothStep, m_heightFogSmoothStep);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.HeightFogDensity, m_heightFogDensity);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.HeightFogStartAltitude, m_heightFogStartAltitude);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.HeightFogEndAltitude, m_heightFogEndAltitude);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.FogBluishIntensity, m_fogBluishIntensity);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.HeightFogScatteringMultiplier, m_heightFogScatteringMultiplier);
|
||||
|
||||
// Clouds
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.DynamicCloudAltitude, m_dynamicCloudAltitude);
|
||||
Shader.SetGlobalFloat(AzureShaderUniforms.DynamicCloudDensity, Mathf.Lerp(25.0f, 0.0f, m_dynamicCloudDensity));
|
||||
Shader.SetGlobalVector(AzureShaderUniforms.DynamicCloudColor1, m_dynamicCloudColor1);
|
||||
Shader.SetGlobalVector(AzureShaderUniforms.DynamicCloudColor2, m_dynamicCloudColor2);
|
||||
}
|
||||
|
||||
/// <summary>Total rayleigh computation.</summary>
|
||||
private Vector3 ComputeRayleigh()
|
||||
{
|
||||
Vector3 rayleigh = Vector3.one;
|
||||
Vector3 lambda = m_wavelength * 1e-9f;
|
||||
float n = 1.0003f; // Refractive index of air
|
||||
float pn = 0.035f; // Depolarization factor for standard air.
|
||||
float n2 = n * n;
|
||||
//float N = 2.545E25f;
|
||||
float N = m_molecularDensity * 1E25f;
|
||||
float temp = (8.0f * Mathf.PI * Mathf.PI * Mathf.PI * ((n2 - 1.0f) * (n2 - 1.0f))) / (3.0f * N) * ((6.0f + 3.0f * pn) / (6.0f - 7.0f * pn));
|
||||
|
||||
rayleigh.x = temp / Mathf.Pow(lambda.x, 4.0f);
|
||||
rayleigh.y = temp / Mathf.Pow(lambda.y, 4.0f);
|
||||
rayleigh.z = temp / Mathf.Pow(lambda.z, 4.0f);
|
||||
|
||||
return rayleigh;
|
||||
}
|
||||
|
||||
/// <summary>Total mie computation.</summary>
|
||||
private Vector3 ComputeMie()
|
||||
{
|
||||
Vector3 mie;
|
||||
Vector3 k = new Vector3(686.0f, 678.0f, 682.0f);
|
||||
|
||||
//float c = (0.6544f * Turbidity - 0.6510f) * 1e-16f;
|
||||
float c = (0.6544f * 5.0f - 0.6510f) * 10f * 1e-9f;
|
||||
mie.x = (434.0f * c * Mathf.PI * Mathf.Pow((4.0f * Mathf.PI) / m_wavelength.x, 2.0f) * k.x);
|
||||
mie.y = (434.0f * c * Mathf.PI * Mathf.Pow((4.0f * Mathf.PI) / m_wavelength.y, 2.0f) * k.y);
|
||||
mie.z = (434.0f * c * Mathf.PI * Mathf.Pow((4.0f * Mathf.PI) / m_wavelength.z, 2.0f) * k.z);
|
||||
|
||||
//float c = (6544f * 5.0f - 6510f) * 10.0f * 1.0e-9f;
|
||||
//mie.x = (0.434f * c * Mathf.PI * Mathf.Pow((2.0f * Mathf.PI) / m_wavelength.x, 2.0f) * k.x) / 3.0f;
|
||||
//mie.y = (0.434f * c * Mathf.PI * Mathf.Pow((2.0f * Mathf.PI) / m_wavelength.y, 2.0f) * k.y) / 3.0f;
|
||||
//mie.z = (0.434f * c * Mathf.PI * Mathf.Pow((2.0f * Mathf.PI) / m_wavelength.z, 2.0f) * k.z) / 3.0f;
|
||||
|
||||
return mie;
|
||||
}
|
||||
|
||||
/// <summary>Computed the mie directionality factor.</summary>
|
||||
private Vector3 ComputeMieG()
|
||||
{
|
||||
return new Vector3(1.0f - m_mieDirectionalityFactor * m_mieDirectionalityFactor, 1.0f + m_mieDirectionalityFactor * m_mieDirectionalityFactor, 2.0f * m_mieDirectionalityFactor);
|
||||
}
|
||||
|
||||
/// <summary>Compute the dynamic cloud uv position based on the direction and speed and returns it as a Vector2.</summary>
|
||||
private Vector2 CalculeDynamicCloudUV()
|
||||
{
|
||||
float x = m_dynamicCloudUV.x;
|
||||
float z = m_dynamicCloudUV.y;
|
||||
float windSpeed = m_dynamicCloudSpeed * 0.05f * Time.deltaTime;
|
||||
|
||||
x += windSpeed * Mathf.Sin(0.01745329f * m_dynamicCloudDirection);
|
||||
z += windSpeed * Mathf.Cos(0.01745329f * m_dynamicCloudDirection);
|
||||
|
||||
if (x >= 1.0f) x -= 1.0f;
|
||||
if (z >= 1.0f) z -= 1.0f;
|
||||
|
||||
return new Vector2(x, z);
|
||||
}
|
||||
|
||||
/// <summary>Updates the sky material shader according to the cloud mode selected.</summary>
|
||||
public void UpdateCloudMode()
|
||||
{
|
||||
switch (m_cloudMode)
|
||||
{
|
||||
case AzureCloudMode.Off:
|
||||
if (m_emptySkyShader != null) m_skyMaterial.shader = m_emptySkyShader;
|
||||
break;
|
||||
|
||||
case AzureCloudMode.Dynamic:
|
||||
if (m_dynamicCloudShader != null) m_skyMaterial.shader = m_dynamicCloudShader;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,21 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 56c21ecf1bcce1a4ca0869c4341bee34
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- m_sunTransform: {instanceID: 0}
|
||||
- m_moonTransform: {instanceID: 0}
|
||||
- m_starfieldTransform: {instanceID: 0}
|
||||
- m_skyMaterial: {fileID: 2100000, guid: af73272e223d9ad4e962d490f46402c1, type: 2}
|
||||
- m_fogMaterial: {fileID: 2100000, guid: 416fd3a1753297b4da1556f8b7012f8f, type: 2}
|
||||
- m_sunTexture: {fileID: 8900000, guid: 012e06df5e9c47d44b75baac32cc611e, type: 3}
|
||||
- m_moonTexture: {fileID: 8900000, guid: 083d43960bb27de40914a8d6362c2828, type: 3}
|
||||
- m_starfieldTexture: {fileID: 8900000, guid: 0218e6a8f1cdf4946b3c95fcac8c0e4b, type: 3}
|
||||
- m_constellationTexture: {fileID: 8900000, guid: 9a18b63e248021a42b4a94805ef46f23, type: 3}
|
||||
- m_emptySkyShader: {fileID: 4800000, guid: acada81269eab3f41b91df9e83a49566, type: 3}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,36 +0,0 @@
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
[RequireComponent(typeof(AudioSource))]
|
||||
[AddComponentMenu("Azure[Sky] Dynamic Skybox/Azure Sound FX")]
|
||||
public sealed class AzureSoundFX : MonoBehaviour
|
||||
{
|
||||
/// <summary>The audio source attached to this game object.</summary>
|
||||
private AudioSource m_audioSource;
|
||||
|
||||
/// <summary>The volume of the audio source attached to this game object.</summary>
|
||||
public float volume
|
||||
{
|
||||
get => m_volume;
|
||||
set
|
||||
{
|
||||
m_volume = value;
|
||||
|
||||
if (m_audioSource)
|
||||
{
|
||||
m_audioSource.volume = value;
|
||||
if (value > 0)
|
||||
{
|
||||
if (!m_audioSource.isPlaying) m_audioSource.Play();
|
||||
}
|
||||
else if (m_audioSource.isPlaying) m_audioSource.Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
[SerializeField] private float m_volume;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_audioSource = GetComponent<AudioSource>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ba01c6dd2497dbb46a9835a1f229a076
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,48 +0,0 @@
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
public sealed class AzureThunderPrefab : MonoBehaviour
|
||||
{
|
||||
/// <summary>The lightning frequency that affect the clouds and scene while this thunder prefab is playing.</summary>
|
||||
public AnimationCurve lightFrequency { get => m_lightFrequency; set => m_lightFrequency = value; }
|
||||
[SerializeField] private AnimationCurve m_lightFrequency = null;
|
||||
|
||||
/// <summary>The delay to play the thunder audio clip after this prefab instantiation.</summary>
|
||||
public float audioDelay { get => m_audioDelay; set => m_audioDelay = value; }
|
||||
[SerializeField] private float m_audioDelay = 0.0f;
|
||||
|
||||
/// <summary>The reference to the AudioSource component attached to this prefab.</summary>
|
||||
private AudioSource m_audioSource = null;
|
||||
|
||||
/// <summary>The reference to the directional light used to lighting the scene while this thunder is playing.</summary>
|
||||
private Light m_light = null;
|
||||
|
||||
|
||||
// Internal use
|
||||
private float m_time = 0.0f;
|
||||
private bool m_canPlayAudioClip = true;
|
||||
|
||||
|
||||
private void Start()
|
||||
{
|
||||
m_audioSource = GetComponent<AudioSource>();
|
||||
m_light = GetComponent<Light>();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
m_time += Time.deltaTime;
|
||||
|
||||
m_light.intensity = m_lightFrequency.Evaluate(m_time / m_audioSource.clip.length);
|
||||
Shader.SetGlobalFloat (AzureShaderUniforms.ThunderLightningEffect, m_light.intensity);
|
||||
|
||||
if (m_time >= m_audioDelay && m_canPlayAudioClip)
|
||||
{
|
||||
m_audioSource.Play();
|
||||
m_canPlayAudioClip = false;
|
||||
}
|
||||
|
||||
if(m_time >= m_audioDelay + m_audioSource.clip.length)
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 277dd81558899d845b700854835cb723
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,16 +0,0 @@
|
||||
using System;
|
||||
|
||||
namespace UnityEngine.AzureSky
|
||||
{
|
||||
/// <summary>Thunder settings container.</summary>
|
||||
[Serializable] public sealed class AzureThunderSettings
|
||||
{
|
||||
/// <summary>The reference to the transform of the thunder prefab.</summary>
|
||||
public Transform transform { get => m_transform; set => m_transform = value; }
|
||||
[SerializeField] private Transform m_transform = null;
|
||||
|
||||
/// <summary>The position to instantiate this thunder prefab.</summary>
|
||||
public Vector3 position { get => m_position; set => m_position = value; }
|
||||
[SerializeField] private Vector3 m_position = Vector3.zero;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b0ee0997150e8f4f9e95435706102f6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user